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== A quick foreword. You can skip this if you want. ==
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[[File:mido_char.jpg|500px|thumb|right|Yours truly.]]
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Before we begin, if I sent you this link you probably don't even know what EverQuest even is. This is my personal ramble about the game, from the perspective of someone in the minority of players who never got to experience the original 1999-2002 release, along with a short guide on how to get started.
  
Hello and welcome. My name is Midoo. I go by Odym Drekk, the Barbarian Shaman in-game.
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Forget everything that World of Warcraft and FFXIV have conditioned you to expect from an MMO: the linear systems, the short 10 minute dungeons, the 4 caster classes that are just pure dps mage but a different color, pushing all of the content to max level because leveling is a chore that no one pays attention to... Forget all of that. EverQuest is not a DPS race and there is nothing at max level. If you played Runescape before, the experience will be familiar. EverQuest is a game about chill mob camps, trading rares and gameplay-changing class features. EverQuest is the kind of game where you can quietly grind slowly respawning mobs for XP while you do the laundry or tab out to Youtube, but it can also be the kind of game where you and six other Clerics rotate heals on your quickly melting tank while the raid boss you've been wiping to for weeks is now at 3% HP.
[[File:Odym.png|300px|thumb|right|Yours truly.]]
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I started playing Everquest Classic about two years ago, frustrated with the direction World of Warcraft was headed. I left around the time WoD in general started, and somewhere in 2017 I recalled some of the memes and jokes back in the day about Everquest being World of Warcraft's harsher, yet relatively much more homey and complex ancestor; truly a boomer game. I was always drawn to classical things, whether it be in my musical taste, my choice of videogames, or my own personal beliefs. So I googled it and was introduced to Project1999. I've never been one of those people who started playing EQ when they were 9 and came back for the sake of nostalgia. I practically worship this game's level of depth, challenge and immersion, and these things keep me hooked daily. I guess you could say it's the Dark Souls of old school MMOs.
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== Guide starts here. ==
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EverQuest has hundreds of camping spots across its levels. Every level range has dozens of zones you could visit all with different variable levels of difficulty and drops. EverQuest offers plenty of things to do if you're a busy dad or a college student, and it also offers content for sweaty high-APM poopsockers who start twitching if they have to stop playing for a moment-- the world is an open sandbox that won't hold your hand and won't funnel you to a specific playstyle. There's no story quests, no dungeon finders, no mounts, no baby-proofed teleportation mechanics; you land in this alien world called Norrath, and the game assumes you're an adult who can figure their way around.
  
'''What's Everquest Classic?'''
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== A quick warning. You can skip this if you want. ==
  
Everquest Classic is an MMORPG with an antique design that focuses on class identity, exploration and grind. It's extremely sandbox-y, with the world being vastly open in front of you, and no one and nothing to hold your hand.
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I know for a fact most of you that I refer to this guide will not read it, so I'll just give you the short and skinny right now.
  
The appeal of the game is building yourself from absolutely nothing, going from punching bats for hours and hours on end to mass-nuking armies of werewolves in towers of ice for 1% of your XP bar. There's a lot of focus on earning really cool powers, because the game's absolutely crushing abyssal lows are constantly matched by the phenomenal, euphoric highs.
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Go make a character, whatever you want it to be. Human necromancer with +30 stats in Dexterity or whatever, start him in Qeynos if you want. Gnome warrior, Iksar shaman, I don't really care. Die ten, twenty, fifty times. Lose a good few characters permanently. You'll get bored of this game within ten minutes and you'll quit. But the thought will fester at the back of your mind, and at some point you'll return and try again. This time, you'll be older and wiser and much more patient. That's when you'll start reading guides. That's when the rest of this page will finally make sense to you and that's when the design of the game will finally click.
  
You'll rely on guides and the word of mouth from other players to know what to do and where to go. You will rely on players a lot, as the classes in Everquest are so unique that each of them can bring something to your group no one else can, like Druid portals or Shaman buffs, so make a lot of friends from every class, because you'll need them.
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I can tell you this, because I've experienced it. Except at the "coming back" part, most of the guides were written in 1999 for people who knew what they were doing, and I had to constantly hunt for all of the information myself in individual pages of the P99 wiki. I've spared you that trouble and tried to shorten everything you should know to get started as a restless zoomer in one page.
  
Content in EQ is not linear. There are no "main quest line" or story missions. Dungeons don't have a "final boss" or a linear path, and aren't instanced either. You choose where to go and what to do, how to plan out your adventure, what things to do along the way, and you look forward to your next batch of spells as the main driving force for leveling up and maybe, if you're persistent enough, join the raiding scene in a year or two.
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== Author's introduction ==
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[[File:eqgroup_mido.png|400px|thumb|right|A typical EverQuest party: the Shaman buffs three melee players. Casters sit down in the back until they have the mana to cast more spells.]]
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Hello and welcome. My name is Midoo. I go by Odym, the Barbarian Shaman in-game.
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I started playing EverQuest Classic in 2017, after being deeply frustrated with the direction World of Warcraft was headed. I left around the time Legion ended, and soon after I recalled some of the memes and jokes from back in the day about EverQuest being World of Warcraft's harsher, yet relatively much more free-form and complex ancestor, and how much closer it was to DnD. I was always drawn to classical things, whether it be in my musical taste, my choice of videogames, or my own personal beliefs. Besides, the mindless hack & slash of World of Warcraft was getting tiring. So I googled it and was introduced to Project1999.
  
'''What's so unique about this game?'''
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I always wanted to explain what's so good about EQ to a modern audience, but I could never really put my finger on it and I end up rambling for a few hours. Here's all of this rambling in text form. Have fun.
  
Everquest Classic is absolutely amazing. It's like a vintage car. It looks pretty chunky by modern standards, and it takes a bit of struggle to start up, but once you're up and running, with the wind to your face and the roads to your side blurring into pretty lines, there will be no greater euphoria than this. No greater feeling than nuking the mobs that once made your teen leveling experience hell, or obtaining that item that's marked as a pre-planar best-in-slot at level 30 with your own blood, sweat and tears, or scribing that new batch of spells that you've been holding onto in your backpack for the last four levels. You'll meet people who are well geared and experienced, and you'll remember your first few days, and you'll know that you finally belong in the tight circle of people who are "good" at this niche, unforgiving game, knowing that it practically made you rip your worth from its merciless grip, and that you actively worked hard for all that you earned.
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== Guide starts here. ==
  
Stat boosting items in Everquest are really rare. They're considered to be "magical items", and only drop from rare mobs, or as rewards for relatively long quest chains. Stat boosting is such a hard to earn thing in EQ that a hat with +3 Wisdom and +3 Intelligence on it for example is considered pre-raid BiS for some classes. I can practically name every single item I'm wearing on my main, along with its backstory and how I earned it. Not some bullshit lore story reason of why a quest giver made me kill 20 orcs in exchange for a blue quality chest item, but my own, personal sandbox story of farming hags in Unrest for days until the item dropped. Few games can ever give me that exhilarating feeling of worth, because they practically throw gear at people nowadays. It doesn't matter anymore. Stats aren't important. You'll get a Boot of +5578 Strength off a dungeon mob, while in Everquest an item with +4 Wisdom is considered the best non-raid item for your class. It's extremely humbling.
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'''What's EverQuest Classic?'''
  
Bottom line: When people stereotype MMORPGs in media as being grindy, yet very immersive nerd fantasy games that require a lot of study to be good at, many relatively bullshit rules that need to be researched, and camping for overpowered items for days, they're not talking about World of Warcraft or Blade and Soul, they're talking about Everquest Classic.
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EverQuest is a sandbox MMORPG inspired by Dungeons and Dragons and Tolkien-style fantasy. Compared to its younger brothers World of Warcraft and Final Fantasy XIV, EverQuest is a significantly more strategic experience where class composition  can make or break your runs. Low-level EverQuest is fun albeit, on the surface, very grindy; you'll be finding yourself punching rats and bats on a second monitor for hours until you unlock your unique class abilities and become valuable to others. Once you climb the difficulty curve, high-level EverQuest will take you through [[Per-Level Hunting Guide | maze-like dungeons, catacombs, caves and fortresses]] where enemies will crush you and your party if you don't know how to [[Mesmerize | CC]], [[Root | root]], [[Skill Feign Death | split]], [[Levitate | levitate]], [[Invisibility | invis]], [[Quickness | haste]], [[Drowsy | slow]], and other technical skills.
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[[File:eqgroup_lowlvl.png|300px|thumb|right|A low-level trio; Necromancer, Bard and Paladin, wailing on an unfortunate creature.]]
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Each class offers a varied kit that often feels like playing a completely different game than other classes. Unlike other MMOs where the classes are palette swaps of "fill resource, consume resource" and the occasional offheal, EverQuest's classes each hold core grouping mechanics in the palm of their hand; the [[Enchanter]]'s ability to [[Blanket of Forgetfulness | stop the aggro of an entire room of enemies]], the [[Bard]]'s [[Cantata of Replenishment | refreshing mana flowing spells]], the [[Shaman]]'s ability to [[Primal Avatar | turn his allies into berserking death machines]], the Wizard's [[Ice Comet | 100 to 0 elemental nukes]], the Cleric's [[Complete Healing | giant burst heals]], the Knights' [[Flash of Light | aggro-magnet]] [[Shadow Vortex | abilities]]... Each class has something you can't replace, and it's all about picking and choosing and strategizing.
  
'''a. Combat'''
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===What's different about this game?===
* I could argue Everquest isn't an action game by modern standards. Melee combat is slow, repetitive and sluggish. You'll be auto attacking 80% of the time if you're melee.
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* There's no "melee spells" for the most part like in WoW. No mortal strike, no whirlwind, no thunder clap, etc. If you choose a Melee class (more on that later), you're lucky if it has two Kick buttons, a Disarm and a Taunt.
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Emotional wall of text incoming. If you're under the age of 25 I hope you can come down from your ADD trip for a moment to carefully read this paragraph word by word.
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EverQuest Classic is like a vintage car. It looks pretty chunky by modern standards, and it takes a bit of struggle to start up, but once you're up and running, with the wind to your face and the roads to your side blurring into pretty lines, there will be no greater euphoria than this. It's fun to be comfortably nuking the mobs and being invited to high-end farming groups after months of slogging through hell dying to rats. It's fun to finally obtain that item that's marked as a pre-Planar best-in-slot at level 30 with your own blood, sweat and tears, or scribe that new batch of spells that you've been holding onto in your backpack for a week. You'll meet people who are well geared and experienced, and you'll remember your first few days, and you'll know that you finally belong in the tight circle of people who are "good" at this niche, unforgiving game, knowing that it practically made you rip your worth from its merciless grip, and that you actively worked hard for all that you earned.
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Stat boosting items in EverQuest are really rare. They only drop from rare mobs, or as rewards for relatively involved quest chains. Stat boosting is such a hard thing to earn in EQ that a hat with +3 Wisdom and +3 Intelligence on it for example is considered pre-raid BiS for some classes. Because of the effort it takes to go out of your way and camp gear (or save up to buy it from other players) I can name every single item I'm wearing on my main along with its backstory and how I earned it. Not some bullshit lore story reason of why a quest giver made me kill 20 orcs in exchange for a +10 STR chest item, but my own, personal sandbox story of farming hags in Unrest, the people I've met, the times I've died, the insane room-breaking split pulling I had to perform, the high level clerics I had to beg to resurrect me, etc.
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'''
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Bottom line: EverQuest is a game that gets very grindy at points, with a steep learning curve that looks more like a cliff. But much like Runescape and other games of old, you discover an entire world to explore once you're past your front yard.'''
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====The combat is more like Runescape at first.====
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* EverQuest isn't an action game by modern standards. Melee combat is slow, repetitive and sluggish. You'll be auto attacking 80% of the time if you're melee; but the immediate act of fighting stuff itself isn't the focus.
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* There's no "melee spells" for the most part like in WoW. No mortal strike, no whirlwind, no thunder clap, etc. If you choose a melee class (more on that later), you're lucky if it has two Kick buttons, a Disarm and a Taunt.
 
* Spell animations are stiff. A fight with a mob your level is a death sentence if you don't know what you're doing. It's all about the strategy, hunting, planning, learning, and seeing the fruit of your plotting in the form of dying less often and winning more fights.
 
* Spell animations are stiff. A fight with a mob your level is a death sentence if you don't know what you're doing. It's all about the strategy, hunting, planning, learning, and seeing the fruit of your plotting in the form of dying less often and winning more fights.
* You can forget about mass genociding enemies in droves like in other MMOs. Enemies your level are DANGEROUS in 1v1s, and even enemies lower level than you can be trouble if you're not careful. Fights in this game are EXTREMELY long compared to other games, and at lower levels they are mind-numbingly boring.
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* Enemies your level are DANGEROUS in 1v1s, and even enemies lower level than you can be trouble if you're not careful. Fights in this game are EXTREMELY long compared to other games, and at lower levels before you get your cool moves they are mind-numbingly boring.
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[[File:Eqraid.jpg|400px|thumb|right|An EverQuest raid.]]
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====It takes a while to understand why people find this game fun.====
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* Classes ''don't get their important spells right away''. Massive class-defining abilities are obtained later on, as evenly spread ''milestones'' across all (currently) 60 levels of the game. Clerics get Resurrection at 29, Druids get their portals at 19, Enchanters get Charm at 12, etc. This guarantees that you always have something fun to look forward to that's right around the corner. In fact, looking forward to your next powerful line of spells is the main motivation for leveling up! Today you're a shitty warrior with a useless heal. Tomorrow you unlock spells that allow you to switch from meleeing stuff to death to DoTing and rooting from a distance. Next week you get a pet and the most efficient healing spells for your level range. Who knows what waits for you after that?
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* Buffs are very important in this game. Priest classes (Shaman, Druid, Cleric) can buff you to the point of near immortality if you ask nicely. The difference between an unbuffed character and a buffed character can often be double or triple the damage output and health pool. Someday it'll be you bankstanding and getting whimpering tells from a level 4 Paladin who wants a [[Spirit of Wolf]]
  
'''b. Spells'''
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====Endgame-relevant content starts way before max level.====
* Classes ''don't get their important spells right away''. In WoW, you generally get your main spells at level 5 or so under the pretense that you'll get enough practice spamming your rotation by the time you finish leveling. In Everquest, massive class-defining abilities are obtained later on, as evenly spread ''milestones'' across all (currently) 60 levels of the game. Clerics get Resurrection at 29, Druids get their portals at 19, Enchanters get Charm at 12, etc. This guarantees that you always have something fun to look forward to that's right around the corner. In fact, looking forward to your next powerful line of spells is the main motivation for leveling up!
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* EverQuest ''isn't a race to max level'' like World of Warcraft. Raids start at 46 but ''aren't'' the main course of the game. All of the good content is scattered equally across all levels-- some zones as early as level 25-30 have rare mobs that drop items you'll wear for years!
* Spells in Everquest aren't all meant to deal damage. This game's focus is to make you feel like you truly belong to your class, and this entails it having a whole set of unique, class-defining spells that reinforce class fantasy, or utility ones like Levitation, Invisibility, Teleportation for a few, etc..
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* Leveling in EQ is much slower than in WoW. Quests aren't the main method of leveling up. People generally pick a quiet spot full of enemies their level that they can grind for hours on end, mostly with a group, and slowly watch their XP bar fill up.
* Buffs are very important in this game. Priest classes (Shaman, Druid, Cleric) cast the best long time buffs. A common tradition in EQ is for high level players to buff newbies wandering by to the point of immortality, the most iconic of them being the Shaman and Druid's Spirit of Wolf (SoW, speed buff), Enchanter's Clarity (Referred to as "crack", mana regen buff), Druid Skin spells and Regrowth, Cleric's Heroic Bond, etcetera...
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* Gear doesn't have "level requirements" to be worn like in WoW. Everything can be worn at level 1 if your class allows it. 99% of all gear is also tradeable!
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* No one ever tells you where to go in this game, which forces you to explore, experiment, interact with the community and study guides. The act of grinding in a group also strengthens social bonds. People will remember you, and your actions will carry over across the community to your next group, for better or for worse. Have Loramin's [[Per-Level Hunting Guide]] bookmarked for a full list of all the good places you can visit in EQ.
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[[File:Solusekseye.jpg|300px|thumb|right|[[Solusek's_Eye | A mid-level EverQuest dungeon.]]]]
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====Dungeons are open XP hubs, not cinematic boss hallways.====
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* Dungeons are not linear A to B corridors of trash like in other MMOs. EQ dungeons are massive, branching, horizontal mazes with several wings that go in all directions, with respawning mobs and several rooms that house rare spawns. The intention is for you and your party to slowly break into whatever room you're interested in camping, then sit there as you farm spawns together.
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* Dungeons are not instanced. This means you'll learn to share, and consequently makes rare items in this game much more valuable and symbolic of status.
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* Dungeon mobs are numerous and bunched up, so as to make the place fatally dangerous for anything less than groups or really coordinated duos/trios past the entrance. Make friends! (or learn to play an Enchanter.)
  
'''c. Leveling'''
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====EverQuest is cross-faction, but reputation matters.====
* Everquest ''isn't a race to max level'' like World of Warcraft is. Raids ''aren't'' the main course of the game. There is no instanced content. All of the good content is scattered equally across all levels. When you log on in WoW, you think about how much grind you have left until you're allowed to have fun. When you log on in Everquest, you ask around and google fun quests you can go on for your level, and you look around for spots to explore, items to hunt and friends to make.
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* There are ''no player factions'' in EverQuest. No Alliance or Horde. ALL players in the game can interact equally, trade and speak to each other freely, invite each other and level together with no restriction.
* Leveling in EQ is much slower than in WoW. Quests aren't the main method of leveling up. If you're an instant gratification over slow, methodical growth type of person, then turn back now. People generally pick a quiet spot full of enemies their level that they can grind for hours on end, mostly with a group, and slowly watch their XP bar fill up.
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* This is also balanced out by the fact that hitting max level isn't the point of this game. It's more like a medieval fantasy life simulator with a number that describes how powerful you are, and the higher that number is, the more exponentially fun the game is.
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* Gear doesn't have "level requirements" to be worn like in WoW. Everything can be worn at level 1 if your class allows it.
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* No one ever tells you where to go in this game, which forces you to explore, experiment, interact with the community and study guides. The act of grinding in a group also strengthens social bonds. People will remember you, and your actions will carry over across the community to your next group, for better or for worse.
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'''d. Factions'''
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* There are ''no player factions'' in Everquest. No Alliance or Horde. ALL players in the game can interact equally, trade and speak to each other freely, invite each other and level together with no restriction.
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* However, NPCs do not share your sense of tolerance, as they split into Good, Evil, Neutral and Iksar.
 
* However, NPCs do not share your sense of tolerance, as they split into Good, Evil, Neutral and Iksar.
 
* Good races consist of the Barbarians, Dwarves, Halflings, High Elves and Wood Elves. Evil city guards will kill you on sight.
 
* Good races consist of the Barbarians, Dwarves, Halflings, High Elves and Wood Elves. Evil city guards will kill you on sight.
 
* Evil races consist of Dark Elves, Ogres and Trolls. Good city guards will kill you on sight
 
* Evil races consist of Dark Elves, Ogres and Trolls. Good city guards will kill you on sight
* Neutral races consist of Humans, Gnomes, Erudies and Half-Elves. These generally accept anyone who isn't an Iksar within their cities.
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* Neutral races consist of Humans, Gnomes, Erudies and Half-Elves. These generally accept anyone who isn't an Iksar within their cities, or will defer to your religion for how they feel about you.
* Iksar are so vile and disliked that they merit their own category, being despised by nearly every living creature in the game bar their own kind, with the exception of SOME vendors who simply don't care.
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* Iksar are so disliked that they merit their own category, being despised by nearly every living creature in the game bar their own kind and some rare vendor NPCs outside the faction system for gameplay balance.
 
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'''e. Religion'''
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* Religion is pretty unique in Everquest. Every race can worship one from a range of Gods. You can pick agnostic, unless you're a class whose power is derived from its faith, like the Necromancer or the Cleric.
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* Enchanters have access to Illusions and Druids have a Wolf Form that allows them to get past the Good/Evil race dilemma. Religious hatred, however, can never be quelled, and simply existing within the aggro range of an NPC who has beef with your deity is akin to taunting them.
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* Being agnostic is a safe bet. If that's not an option, just avoid Cazic Thule.
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== Five quick rules to not suck at this game. ==
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Now, I know the start is confusing. It took me weeks myself to get used to the UI, and more to get used to the combat, and even moreso to be able to comfortably travel the world without obsessively alt-tabbing to the world map every two seconds. In order to lessen the agony of starting out in this unforgiving world, I'm gonna give you five tips that you PROMISE me you'll follow. Look, I'm a bit stern because I love you.
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* '''''ALWAYS RIGHT CLICK AN NPC FROM A SAFE DISTANCE TO CON IT BEFORE APPROACHING.''''' I cannot stress this enough. To "con" a mob, or to /con a mob means to "consider" it. Check the chat box. If it says that they're "scowling at you" or "glaring threateningly", then they will attack you on sight. It means your faction level is pretty terrible with them (such as Humans to Iksar). And since the game doesn't outright tell you your target's level, it'll compare it to yours directly.
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::* RED is much higher than you, and means an absolute no-go under almost any circumstance.
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::* YELLOW is slightly higher than you, means avoid, unless a high level player buffed you to the point of immortality. In both cases, your spells will be resisted and your attacks will miss.
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::* WHITE is an acceptable challenge. Still almost a death sentence at most levels but great XP if you can tackle it.
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::* BLUE is slightly lower than you. It'll give you decent XP but will be relatively easier than a mob your level. Get used to farming these by the masses.
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::* GREEN means considerably lower than you, and little or no XP is rewarded. Generally a waste of time.
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* '''''THE PROJECT 1999 WIKI IS YOUR BEST FRIEND. LEARN TO CHECK IT OBSESSIVELY FOR EVERYTHING.''''' Any question you have can be answered by checking the Wiki. When in doubt, google whatever you want to ask about and follow it with "P99". Do you need a [[Zone Connection World | detailed map of the world]]? Or do you need specific guides for your class? Or do you want to know the names of every NPC in the game who happen to sell water flasks AND their coordinates? This website has got you covered. I couldn't imagine playing EQ without the wiki. It would be unplayable to people like us who didn't grow up with it or have the patience to experiment from the absolute zero ground up. Having at least three tabs open is mandatory for a beginner: the world map, the map of the zone you're currently in (can switch to the next zone by clicking the link to it in the page), and the wiki page for your class, so you know when you get spells, skills and such.
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* '''''I KNOW IT'S CALLED "EVERQUEST", BUT QUESTS ARE EXTREMELY SPARSE AND ARE NOT THE MAIN METHOD OF GAINING XP.''''' This game is VERY grindy. The main way of leveling up consists of finiding a good spot in a zone with other people and farming that spot for hours on end, gaining 1% or 2% of your XP bar per kill on average. If you come here from WoW, you're probably assuming that you can follow some quest chain to max level. There is no quest log in this game. The closest thing I can think of that comes to WoW-style quests in Everquest is the turn-ins, which consist of giving a certain NPC items they ask for in exchange for some XP and sometimes trash vendor gear. The only worthwhile quests that DO exist in the game are mainly meant to reward decent pieces of gear in exchange for some ellaborate kill and collect routine.
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* '''''YOU WILL DIE AT SOME POINT. YOU WILL DROP YOUR LOOT WITH YOUR CORPSE, LOSE SOME XP, AND RESPAWN AT YOUR BIND SPOT.''''' You lose 10% or so of your current XP bar from your experience. If you're still fresh, it's enough to drop you back one level. You can loot yourself when you find your corpse. No, other players can't loot you. You will respawn at your last bind spot. If you haven't binded before, it's usually right in front of the entrance to your main city. Most caster classes can cast Bind Affinity to bind you in major locations, and Gate to return themselves there. It helps for when you're farming in a far away zone and can't be bothered with a two hour corpse run. You can type /corpse if you're close enough but still can't right click it in order to drag it under you. I prefer to put it in a macro and spam it while running away from danger.
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* '''''BE NICE TO OTHER PEOPLE.''''' I don't care if in some past life or alternate universe you were Nibbaslayerxx the Forsaken Rogue whose lore motivation was that he despises everyone, tags every mob, ninja loots items and taunts people in PvP. This isn't how we operate here. P99 is, likely due to the antique design of Everquest Classic itself, a server full of extremely wise, mature and charitable people (for the most part). You will meet people with families who play this game while their toddlers are asleep. You will camp Estate of Unrest with a 40 year old math teacher on his vacation days. You will meet a level 54 bard in a low level zone who will notice you're still in cheap cloth armor and will give you raid tier items they don't use anymore just because people who are still new to this game in 2019 deserve all the help and guidance they can get. You will meet Druids who will port you for free, Clerics who will Resurrect you on a whim, Shamans who will throw Spirit of Wolf on you and only expect a thank you in return. One day, you'll be a high level player, and the mantle of charity will be yours to bear. Make sure to respect people's camps, ask any questions that cross your mind, and err on the side of caution and forgiveness even when someone wrongs you.
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====Religion? Just pick Agnostic.====
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* Religion affects some factions and allows you access to a couple of niche (mostly useless) items. You can pick agnostic, unless you're a class whose power is derived from its faith, like the Necromancer or the Cleric.
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* Enchanters have access to Illusions and Druids have a Wolf Form that allows them to get past racial prejudice. Religious hatred, however, can never be quelled, and simply existing within the aggro range of an NPC who has beef with your deity will result in them refusing to interact with you at best and attacking you at worst.
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* Being agnostic is a safe bet. If that's not an option, just avoid Cazic Thule, Bertoxxulious or Innoruuk.
  
 
== Step ONE: Picking a class ==
 
== Step ONE: Picking a class ==
  
I'm gonna make this fairly quick. You know how classes aren't very varied in World of Warcraft? A warlock is essentially a mage who has a pet sometimes. A shadow priest is a warlock without a pet. A druid is, depending on your spec, either a mage, a healer with slower acting spells, or a furry rogue. This is fine for fast paced, button mashing action combat, but in Everquest, classes are defined by their unique responsibilities. A lot of spells are meant to reinforce the class fantasy and bring a feeling of exclusivity to your abilities.
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The section below is dedicated to helping you choose what role you'll offer the world of Norrath, and what its people will expect from you.
  
If they did this in WoW, you bet the forums would be boiling with scrubs utterly shitting on Blizzard for not forcing Druid healers and Priest healers to have the EXACT SAME level of performance, point by point, and the exact same kit. The problem is that most other MMOs are essentially a meter-topping race, which is a vapid mindset that goes against the point of immersion in fantasy games. If you play DPS, you'll be compared to other DPS and judged by your raw numbers, and if you're not top 5 in every single meter, then your class needs to be reworked. Same goes if you're a healer.
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===TL;DR: Great Classes for Beginners:===
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* [[Druid]]: versatile semi-healer with great buffs and good solo potential and teleportation. Best first character if you're new to a server and want to make money porting.
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* [[Magician]]: most of the damage is done by your pet; you can just sic it on someone and watch the wrestling happen.
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* [[Paladin]]: if you want an easy spellsword class. They're like warriors who get Cleric spells too so you can find cheap gear easily and fill both roles.
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* [[Ranger]]: is a fun Paladin alternative who's less tanky and more mobile. They're basically warriors who get some Druid spells.
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* [[Monk]]: who's a little boring and featureless like all melee classes (compared to casters) but can pull some of the best DPS in the game practically naked.
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* [[Necromancer]]: preferably Gnome because they're not as hated as the others or [[Dark Elf]] so you can hide to regenerate safely. They're a very capable and self-sufficient solo class.
  
This matter is absolutely different in Everquest, where you're judged by how well you perform your unique class duties rather than how fast you can kill mobs. So, before you pick a class, consider what your purpose in the world of Norrath will be. I have classified them in order of most to least beginner friendly. Athough how broad and simplified the descriptions are might seem a bit unjust to some of the veterans of EQ, remember that these are meant to introduce brand new players to the class designs of Classic through the perspective of a once casual MMO player.
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===TL;DR: Classes/Races to be wary of as a Beginner:===
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* Anything having to do with a [[Warrior]]. They're not a fun or casual melee DPS like WoW; EQ warrior is a highly specialized raid tank that's borderline useless without extremely expensive investments.
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* Anything having to do with [[Ogre]]s, [[Troll]]s, or [[Iksar]]. They are kill-on-sight in most cities and far away from civilization.
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* Raid specialists: [[Rogue]]s and [[Cleric]]s rely on having other people to tank for them, making them functionally useless outside of groups and very hard to level as a beginner.
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* [[Shadow Knight]]s because of faction issues.
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* The [[Shaman]] as the only races that can play it are either too isolated or hated by most NPCs.
  
* '''[[Druid]], the Versatile Traveler''' - Do you enjoy traveling the world? Do you want to be a living taxi that people call when they need portals? By virtue of being the simplest, most forgiving and effective beginner-friendly class, I highly suggest playing the [[Druid]] if it's your first time. You get portals at 19. I suggest the Halfling for melee builds, and the Wood Elf for magic builds.
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===Complete class breakdown:===
  
* '''[[Enchanter]], the Hypnotist''' - Would you like to hypnotize enemies into becoming your loyal pets, and make them fight each other as you sit and watch from the distance at level 12? Would you like to transform into any of the races and fool (most) city guards into letting you in? Then the [[Enchanter]] is for you. They get the Clarity buff at some point, which is one of the best mana regen spells in the game. I suggest the High Elf for their massive Charisma stat, which helps greatly with Charming.
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<table class="eoTable2 sortable" style="width:90%">
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  <tr>
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    <th>Class</th>
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    <th>Role in the Group</th>
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    <th>Strengths</th>
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    <th>Weaknesses</th>
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    <th>When should I play this?</th>
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    <th>World of Warcraft equivalent</th>
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    <th>How do I level?</th>
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  </tr>
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  <tr>
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    <td>[[Druid]]</td>
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    <td>Off-healer, portal taxi</td>
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    <td><ul><li>Portals all across the world</li><li>Decent solo damage</li><li>Good heals and great buffs</li><li>Perfect character for exploration</li></ul></td>
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    <td><ul><li>Not really the best at anything</li><li>People will ask for ports all the time</li><li>Clerics heal better, Shamans buff better</li></ul></td>
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    <td>You want to be a Wizard but like animals more than books and towers.</td>
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    <td>Hybrid of Balance and Restoration druid</td>
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    <td>Melee and nuke until your tweens; after that, learn to [[Druid Charm Kiting Guide by Angelhawk | charm animals and pit them against one another]]. Start [[Druid all-in-one guide by Gaviilan | quad-kiting]] at 36.</td>
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  </tr>
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  <tr>
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    <td>[[Cleric]]</td>
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    <td>Raid healer, anti-undead</td>
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    <td><ul><li>By far the best heals</li><li>Amazing HP buffs</li><li>Crazy damage against the undead</li><li>Most demanded class in groups</li></ul></td>
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    <td><ul><li>Can't do much alone</li><li>Mediocre damage against most mobs</li><li>Your life depends on your tank's performance</li></ul></td>
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    <td>You're fully committed to being the strongest healer in the game at all costs and don't mind relying on people to fill other roles.</td>
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    <td>Holy Priest</td>
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    <td>Melee and nuke until your 20s; after that, damage dealing as a Cleric stops being viable. Since you're a very high-demand class, sit /LFG for a couple minutes and you'll quickly get group invites.</td>
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  </tr>
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  <tr>
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    <td>[[Shaman]]</td>
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    <td>Buffbot, mob slower</td>
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    <td><ul><li>Best melee buffs period</li><li>Cannibalizes to restore mana</li><li>Passable solo damage</li><li>Can make and sell various potions at level 25</li></ul></td>
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    <td><ul><li>Can only solo when LFG or desperate</li><li>Very boring early levels</li><li>Excelling with the class requires very very expensive investments</li></ul></td>
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    <td>You want to play an edgy Necromancer solo type but are also into the idea of being a useful group support.</td>
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    <td>Hybrid of Affliction Warlock and Holy Paladin</td>
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    <td>Melee and nuke until 24. Once you get your upgrade DoTs, get into the rhythm of rooting and DoTing while you med from a distance. The pet you get at 34 is like an additional DoT, just remember to slow enemies so it survives.</td>
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  </tr>
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  <tr>
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    <td>[[Wizard]]</td>
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    <td>Nuker, portal taxi</td>
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    <td><ul><li>Insane burst damage</li><li>Portals across the world</li><li>Very simple and straightforward playstyle</li><li>Can solo fairly well</li></ul></td>
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    <td><ul><li>Horribly mana hungry</li><li>Not very useful in groups</li><li>Very simple and straightforward playstyle</li></ul></td>
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    <td>You're not interested in (or have free time for) much other than being top raid DPS, and you prefer magic over melee.</td>
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    <td>Fire/Arcane Mage</td>
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    <td>Melee and nuke until your early teens; after that, learn to [[Wizard Quad Kiting Guide 12-60 | quad-kite]].</td>
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  </tr>
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  <tr>
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    <td>[[Necromancer]]</td>
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    <td>Pet class, DoT-stacker</td>
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    <td><ul><li>Strongest solo class: DoTs, undead pet and fear</li><li>Can feign death and go invisible</li><li>Can trade HP for mana regen</li><li>Can summon corpses later</li></ul></td>
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    <td><ul><li>Hated by most NPCs</li><li>Seen as somewhat of an antisocial class</li><li>Slow, steady DPS and pet require careful micromanagement</li></ul></td>
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    <td>You want to be the strongest solo class in the game and thrive in solitude.</td>
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    <td>Affliction Warlock</td>
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    <td>Snare the enemy, cast Fear on it, stack your damage DoTs and send your skeleton pet to kill it. Feign Death if things get hairy.</td>
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  </tr>
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  <tr>
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    <td>[[Magician]]</td>
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    <td>Pet class, summoner</td>
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    <td><ul><li>Powerful summoned pet</li><li>Can summon items like bandages and bags</li><li>Decent DPS on their own</li><li>Easy class: just send your pet and lay back</li></ul></td>
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    <td><ul><li>Pretty forgettable</li><li>Micromanaging a pet can get boring quickly</li><li>Requires reagents to summon, which you have to remember to buy</li></ul></td>
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    <td>You're new to the game and want a chill, versatile magic DPS class.</td>
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    <td>Frost Mage</td>
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    <td>Send your pet and nuke for support! Simple as that. As you level up, you get spells that make your pet stronger.</td>
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  </tr>
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  <tr>
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    <td>[[Enchanter]]</td>
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    <td>Crowd control specialist</td>
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    <td><ul><li>Mind control mobs</li><li>Transform into any race</li><li>Best mana regen buff in the game</li><li>A wide array of long and short, single and AoE stuns</li></ul></td>
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    <td><ul><li>Soloing with charmed mobs is pretty complicated</li><li>Damage isn't that great</li><li>Has to juggle many responsibilities at once</li></ul></td>
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    <td>You enjoy high APM CC juggling and being able to manipulate whole rooms of enemies. You like the thrill of high risk, high dexterity gameplay, and prefer magic over melee.</td>
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    <td>Nothing; imagine a custom class fully dedicated to Polymorph/Blind/Sap/Mind Control</td>
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    <td>Melee and nuke until your tweens. When you get your Charm spell, learn to charm mobs and pit them against one another.</td>
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  </tr>
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  <tr>
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    <td>[[Monk]]</td>
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    <td>Melee DPS, off-tank, puller</td>
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    <td><ul><li>Excellent DPS</li><li>Can pull great DPS even naked</li><li>Instant Feign Death if something happens</li><li>Duoing with a healer is the fastest XP</li></ul></td>
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    <td><ul><li>Being weighed down weakens them exponentially</li><li>Mostly featureless, like all pure melee classes</li><li>Social stigma against monks being antisocial</li></ul></td>
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    <td>You want a solid melee DPS class that can perform well for cheap and don't mind looking homeless.</td>
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    <td>Monk</td>
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    <td>Kill EVERYTHING in sight. As you level up, learn how Feign Death works. Make sure to have a cheap weapon for every style to keep your weaponskill up.</td>
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  </tr>
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  <tr>
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    <td>[[Rogue]]</td>
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    <td>Group-dependent melee nuker</td>
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    <td><ul><li>Phenomenal DPS in a group</li><li>Hide and Sneak</li><li>Lockpicking into dungeons</li><li>Can wear chain armor</li></ul></td>
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    <td><ul><li>Completely impotent solo</li><li>Can very easily attract aggro</li><li>Has to level a ton of class skills</li></ul></td>
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    <td>You want a badass burst damage melee nuker.</td>
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    <td>Rogue</td>
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    <td>You can facetank stuff until your tweens. After that, it gets less and less viable to solo, since you do a ton of damage with Backstab which you can't use if a creature is facing you. Make sure to have a cheap weapon for every style to keep your weaponskill up.</td>
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  </tr>
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  <tr>
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    <td>[[Ranger]]</td>
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    <td>Steady DPS, puller</td>
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    <td><ul><li>Warrior with Druid spells</li><li>Access to Archery and Fletching</li><li>Decent damage, good puller</li><li>The coveted Spirit of Wolf spell</li></ul></td>
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    <td><ul><li>Meme class for how often they die</li><li>Hybrid XP penalty</li><li>A druid is overall more useful and other melees do better damage</li></ul></td>
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    <td>You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love nature.</td>
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    <td>Survival Hunter</td>
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    <td>Try to go for zones with animals. You can Fear animals and chase them while auto-attacking them to death for easy XP. Make sure to have a cheap weapon for every style to keep your weaponskill up.</td>
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  </tr>
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  <tr>
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    <td>[[Paladin]]</td>
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    <td>Dungeon tank</td>
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    <td><ul><li>Warrior with Cleric spells</li><li>Flash of Light for instant aggro</li><li>Lay on Hands for full-heal</li><li>Lull, Root, Heals and Anti-Undead nukes</li></ul></td>
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    <td><ul><li>Not very good at soloing</li><li>Hybrid XP penalty</li><li>Vestigial, unreliable heals</li></ul></td>
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    <td>You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love holy fighters.</td>
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    <td>Vanilla-era Paladin</td>
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    <td>They can competently solo if you're very careful, but grouping is faster. While you're sitting /lfg, buff yourself, facetank and melee anyting that cons blue to death. Make sure to have a cheap weapon for every style to keep your weaponskill up.</td>
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  </tr>
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  <tr>
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    <td>[[Shadow Knight]]</td>
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    <td>Dungeon tank</td>
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    <td><ul><li>Warrior with Necromancer spells</li><li>DoTs guarantee stable aggro</li><li>Very powerful soloers</li><li>Feign Death, Harm Touch and a skeleton pet</li></ul></td>
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    <td><ul><li>Hated by most NPCs</li><li>Hybrid XP penalty</li><li>Can't quite instant-aggro like a Paladin</li></ul></td>
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    <td>You like the idea of being a hybrid spellsword who can deal damage and also use magic, and like evil edgy death themes.</td>
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    <td>Unholy Death Knight</td>
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    <td>Fear just like a Necromancer, then chase the enemy and auto-attack it to death along with your skeleton companion. Make sure to have a cheap weapon for every style to keep your weaponskill up.</td>
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  </tr>
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  <tr>
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    <td>[[Bard]]</td>
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    <td>Crowd control, utility</td>
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    <td><ul><li>No spells, just 6 second mini-buffs they can juggle</li><li>Can Hide to regen HP safely</li><li>Can mass-kite trains of enemies</li><li>Can wear Plate armor</li></ul></td>
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    <td><ul><li>Horribly complicated to play</li><li>Requires constant juggling to be good</li><li>Takes a while to get used to</li></ul></td>
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    <td>You enjoyed the description of the Enchanter class but went "I'm not playing a caster."</td>
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    <td>Nothing; imagine Enchanters but wearing armor</td>
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    <td>Learn to alternate your damage songs and your [[Selo's Accelerando]] so you can kite things to death. As you level up, you get stronger AoE damage songs, and your Selo's gets faster. Don't kite while in groups; figure out which songs to alternate while you melee things to death. Like any other melee, have cheap weapons on hand to keep your weaponskills up to date.</td>
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  </tr>
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  <tr>
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    <td>[[Warrior]]</td>
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    <td>Raid tank</td>
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    <td><ul><li>Performs well if you neckbeard</li><li>Okay tank if you can find good gear</li><li>Okayish DPS</li><li>Can wear Plate armor and most weapons</li></ul></td>
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    <td><ul><li>Possibly the single worst beginner class in EQ</li><li>Absolutely crippled until max level</li><li>Outperformed by every other class at everything pre-60</li></ul></td>
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    <td>You're rich enough to make it work and can afford to play all day every day.</td>
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    <td>Protection Warrior</td>
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    <td>Taunt doesn't really work. Invest early in weapons that cause aggro by magical damage like [[Obsidian Shard]] or [[Tentacle Whip]]. You can try facetanking things until mobs your level eventually start outdamaging you. Sit /lfg at zonelines and hope groups have tank spots open. Since auto-attacking is the only thing this class can really do, make sure to keep your weaponskills up.</td>
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  </tr>
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</table>
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<br>
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''A word on the Warrior class:''
  
* '''[[Magician]], the Pet Master''' - Did you play a Warlock in World of Warcraft? Do you enjoy the idea of sitting back while your summoned magical minion rips and tears at your enemies? The [[Magician]] is a fairly straightforward class: send your pet in and watch it kill whatever moves. Although if your pet does more than 50% of the total damage to an enemy, you only get half the XP for that kill. Any race is fine.
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''I noticed a lot of people make the mistake of rolling Warriors as their first character, because Warriors are typically fun and viable in other MMOs.''<br>
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''If you're new to this game, the Warrior class is a noob trap. Unlike its WoW counterpart, EQ's Warrior is an unpopular class that was mostly designed to be a raid tank for guild leaders and nothing else. It's outperformed by every single class in the game in both groups and solo content. It's only "playable" once it beings to scale up at level 50+ with extremely expensive high end gear.''<br>
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''If you want to tank, Paladin and Shadowknight are much better options, with strong kits that allow for splitting, snap aggro, retreating, supporting party members, etc. Warriors are specifically designed to be guild tanks: their only unique feature is their gigantic health pool that allows them to soak up endgame damage. Unless you're a raider with a whole guild dedicated to controlling rooms for you, you'll just be playing a gimped Rogue with no backstabs.''
  
* '''[[Necromancer]], the Soloer''' - Did the idea of being a Magician not appeal you yet? Do you prefer being a robed harbinger of death, using diseases and poisons along with your trusty undead servant to slowly whittle down every enemy you see? The [[Necromancer]] is an amazing solo class, yet I wouldn't recommend it to a beginner due to the fact that they are despised in most cities, and that their playstyle needs quite a bit of getting used to. Gnome Necromancers are still reluctantly welcomed in cities if you want to do the crime but can't afford to do the time, and Iksar Necromancers have the best health regen stat by far if you're a min/maxer.
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== Step TWO: Explanation of the UI ==
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[[File:equi.png|1000px|]]
  
* '''[[Shaman]], the Buffer''' - Do you want the best buffing spells in the game, able to improve almost every stat bar Wisdom? Does Cannibalizing yourself to restore mana sound metal as fuck? Does having the best movement speed buff in the game, Spirit of Wolf, appeal to you, along with countless utility spells like Levitation, Invisibilty and Shrinking? Do you want to be the wise old man who brews priceless buffing potions and makes a fortune out of selling them to adventurers? Then the [[Shaman]] is the class for you. The Ogre is great for its frontal stun immunity, and the Troll gets phenomenal health regen by nature. However, Barbarians are the only ''good'' Shaman race in terms of faction alignment and have the unique benefit of not being ugly, so weigh your options carefully.
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I often hear that the UI is the most confusing aspect of starting the game for newcomers. So here's a simple breakdown of its features:
  
* '''[[Wizard]], the Nuker''' - Are you fine with blasting an enemy so violently that they leave a permanent shadow, but then having to hibernate for long periods of time to regenerate all of your mana? The Wizard is the most brutally straightforward class, with most of its kit consisting of direct damage spells of all varieties: single target nukes, AoE nukes, stun nukes, you name it. They get portals too, similar to the Druid's, but to different zones sometimes. I heard at some point that a Wizard player in a raid can use up all of his mana nuking a mob and then go AFK for the rest of the fight without anyone noticing. The Wizard would be much higher on this list for how comically simple it is to play, if it wasn't quite boring sometimes.
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'''The Spellbar:''' This is where you'll put spells that you inscribed in your spellbook.
  
* '''[[Monk]], the DPS Junkie''' - Does NOTHING matter to you more than pure, raw DPS? Do you like the idea of being a penniless vagabond who trails the world, murder on their mind and hatred in their fists? The [[Monk]] is the class for you. You'll be punching and kicking your way to level 60, but your Armor stat will suffer greatly if you carry more burden than you can bear. Monks are often called upon to round up and pull mobs to the group, since their Feign Death ability allows them to transfer all of the aggro to the group tank after they make it back.
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'''The Action Tabs:''' These split into 4 different tabs (the tiny icons); Main, Racial abilities, Melee Combat abilities, and Macros. You can hold and drag any into your hotbar.
  
* '''[[Rogue]], the Stealthy''' - Do you like violence? Wanna stick nine inch nails to each one of the enemy's eyelids? Wanna copy Monks and do the same DPS that they did? The [[Rogue]] is a very interesting class, relying on their Backstab move to get the most out of their kit. However, this requires good positioning behind the enemy, and thus Rogues struggle to do great DPS on their own without a tank to orient the enemy for them. Still, sneaking around, hiding and critting on throwing weapons is extremely entertaining. Halflings make really cool rogues, and aren't as despised as Rogues of other races. Barbarians have the highest Strength, giving them technically the best Rogue stats if you care about min/maxing.
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'''The Hotbar:''' This is the bar that your keyboard buttons are bound to by default. When you press 1, whatever is in the first square will be executed, be it a spell, ability or macro. You can rebind them all in the menu.
  
* '''[[Cleric]], the Best Healer''' - Do you enjoy healing and nothing else? Do you want people to kiss your feet and beg you to join their groups, but be almost useless on your own? Play the [[Cleric]]. They have the best healing spells in the game and can RESURRECT dead players at level 29, later on restoring lost XP. I suggest a High Elf for the looks, or a Dwarf for the cool barrel roll jump animation.
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'''The Chat:''' If you right click the top edge of the chat box, you can customize it all you want. You can also resize it and put it wherever you want, or create another separate tab.
  
* '''[[Paladin]], the Healer Tank''' - Do you want to play a Cleric, but don't feel like being a pure healbot? Do you want to experience the Warrior playstyle of bashing and slashing enemies while also getting decent healing spells and amazing aggro? Do you want to be your group's dedicated emergency tank? The [[Paladin]] is just that, wearing plate armor and managing to pull great snap aggro at a moment's notice, or using their 3-hr cooldown Lay on Hands ability to fully heal a party member.
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'''Buffs and Debuffs:''' This is where your buffs and debuffs are tracked. It's pretty self explanatory. You can hold Alt to see their names or right click to remove a buff.
  
* '''[[Shadow Knight]], the Evil Tank''' - Did you play a Death Knight in World of Warcraft, specifically one of the Unholy variety? Do you want to play a Necromancer, but don't like the idea of being a squishy caster? At the price of getting the same spells a bit later, the [[Shadow Knight]] is an amazing Necro/Warrior hybrid, being the best mid-level tank in the game with their disease and poison DoTs that can hold aggro for days. I suggest the Ogre as they're immune to being stunned from the front, or the Troll as their health regeneration is crazy. They're about as disliked as Necromancers.
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'''Target and Character Bars:''' These work the same way they would in any other RPG. In EQ linguo, a "bubble" is the small segment that represents 1/5th or 20%.
  
* '''[[Ranger]], the Decent''' - Essentially being a Druid who focuses more on the combat playstyle, while also having access to Archery. It's an extremely fun skill to master, but being in an awkward, sort of mediocre position has made the Ranger among the least played classes. I still recommend it if you like animals and nature but don't care about spells.
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'''Group Menu:''' You can invite someone by targeting them and clicking Invite in the main tab of your Actions. You can also accept a group invite by clicking Follow in Actions. If you click someone's health bar, you'll target them.
  
* '''[[Bard]], the Mass Kiter''' - Have you played this game before? Do you have the skill it takes to pull an entire zone of enemies while literally juggling 3 - 4 different six second buffs and casting while running? Play the [[Bard]]. It's extremely difficult to get used to and differs wildly from the rest of the classes, so I suggest staying away from it if you're genuinely new to Everquest. If you decide to play it, I suggest the Half-Elf for its amazing stats.
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'''The Inventory:''' Bound to I iirc, but I prefer to rebind it to C. It displays all of your equipment, stats, currencies and a basic 8 slot inventory. When you eventually get your hands on containers (bags, backpacks..) you can right click them from your inventory to open or close them.
  
* '''[[Warrior]], the Raid Tank''' - If you're new to this game, avoid this class at all costs unless you're some sort of masochist. I left this one last for a reason. If you came here expecting the [[Warrior]] class to be a fun, reliable DPS class like in World of Warcraft, you'll be sorely disappointed. Everquest's Warrior class is one of the least beginner friendly for a simple reason: anything the Warrior can tank, the Shadow Knight or the Paladin can tank much better. It's not supposed to be a DPS class either since it's almost unplayable in that regard. The only truly unique thing about it is the Disciplines, which allow them to tank level 60 raids like no other class and properly shine. To sum it up, the Warrior is a raid-specialized tank who should only ever be considered if you're sure you're gonna invest months or years taking it to level 60 and only doing raids.
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'''The Spellbook:''' It contains all the spells you know. You learn spells in EQ by putting spell scrolls you're eligible to use (the right class and level) in empty square slots of your spellbook. You can "memorize" a spell by taking it from your spellbook and putting it somewhere on your Spellbar, where you can cast it from there.
  
== Step TWO: You're In Our World Now™ ==
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== Step THREE: Actually playing the game ==
 
[[File:Spellbook.png|400px|thumb|right|From scroll, to spellbook, to spellbar, to hotbar.]]
 
[[File:Spellbook.png|400px|thumb|right|From scroll, to spellbook, to spellbar, to hotbar.]]
Congratulations on picking a class. If you haven't decide what to play yet, just pick anything and give it a spin. I myself leveled every single class to level 12 just to get an idea of how they play before ultimately deciding what I'll main.
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Congratulations on picking a class. If you haven't decided what to play yet, just pick anything and give it a spin. I myself leveled every class at some point just to get an idea of how they play before ultimately deciding what I'll main.
  
'''Fix your keybinds!'''
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===Fix your keybinds!===
You spawn in your own home city, in front of an NPC called the "Priest of Discord". This guy is meant for PvP, which almost absolutely no one ever does in P99 Blue. Press Alt+O, and check out the Keys tab. If you come from World of Warcraft, you'll want to change your keybinds to be more comfortable. I myself like to put my inventory/character sheet on C, "open all bags" on B, sitting on X, and Melee Attack on the corner button just left of "1" in the keyboard.
+
Press Alt+O, and check out the Keys tab. If you come from World of Warcraft, you'll want to change your keybinds to be more comfortable. I myself like to bind Consider to W, my inventory/character sheet to C, "open all bags" to B, sitting to X, and Melee Attack to the little tilde ` corner button left of the number keys.
  
'''Equip your stuff!'''
+
===Equip your stuff!===
The first thing you want to do in this game is to open up your inventory, and destroy the Tome of Order and Discord. Click it, then click the Destroy button with it on your cursor. Then, you'll want to adjust your UI. Move things around, right click and Lock them in place just in case, the usual deal. Once you're happy with the UI, click the Sword or Club that you have and place it on your class icon to equip it.
+
Adjust your UI. Move things around, right click and Lock them in place just in case. Once you're happy with the UI, click the Sword or Club that you have and place it on your class logo to equip it.
  
'''Scribe your spells!'''
+
===Scribe your spells!===
 
''(If you're a warrior, rogue or monk, skip this entirely. If you're a shadow knight, paladin or ranger, don't fret, you get your first spells at level 9.)''
 
''(If you're a warrior, rogue or monk, skip this entirely. If you're a shadow knight, paladin or ranger, don't fret, you get your first spells at level 9.)''
Open your Spellbook by clicking the tiny book button at the bottom of your spell bar. Then drag spell scrolls from your inventory (whose name start with "Spell: ") and place them on empty squares to "scribe" them. Then, click the spell icon from your spellbook, and click an empty spot in your spell bar. You can hold a spot (empty or full) in your spell bar with the left click until it detaches, then you can put it on your Hotbar. The buttons 1, 2, 3... are by default bound to your Hotbar, not your Spellbar, so watch out for that.
+
Open your Spellbook by clicking the tiny book button at the bottom of your spell bar. Drop the spell scrolls from your inventory (whose name start with "Spell: ") on empty squares in your spellbook to permanently learn them.
 +
Then, drag the spell icon from your spellbook to one of the little gems on the long spellbar.
 +
You can click and hold a gem in your spellbar until it detaches, then you can put it on your Hotbar. (The buttons 1, 2, 3... are by default bound to your Hotbar, not your Spellbar, so watch out for that.)
  
Once you're done scribing your newbie spells, hop on the P99 wiki and find a detailed map of your own home city. Halas for Barbarians, Freeport for Humans, etc. Type /loc to see your location, and keep in mind it prints out as y, x, z, not x, y, z.
+
Once you're done scribing your newbie spells, hop on the P99 wiki and find a detailed map of your own home city. Halas for Barbarians, Freeport for Humans, etc. Type /loc to see your location, and keep in mind it prints out vertical position, then horizontal position, then altitude.
  
'''Set your macros!'''
+
===Find your class trainer!===
'''PROPTIP: '''Get used to making macros for everything you know you'll be spamming and putting them in the bottom of your hotbar. There should be a tiny window in your UI labeled "Actions". If you pick the rightmost tab (the one with the speech bubble) and flip to page 2, you can make macros. Right click an empty spot and give it a name, then put the command(s) you want. I suggest having a location macro for /loc, a player list macro for /who, and a corpse-dragging macro for /corpse.
+
Use the P99 wiki map, along with spamming /loc to find the class trainer in your city. Right click the little note in your inventory to read it; it'll generally have the name of the NPC you'll be giving it to. Drop the scroll on their head to receive a free armor piece.
 +
You can right click your trainer to open up the skill point allocation menu. You only get 5 every level, so don't waste them. The wiki page for your class will have a list of every skill you'll eventually unlock; to unlock a new skill, put 1 point in it.
 +
Memorize the location of this trainer, and check out nearby NPCs who might sell spells you need. Again, the wiki page for your class will also have a list of all its spells (if applicable) that you'll eventually unlock, and who sells them where.
  
'''Find your trainer and turn your homework in!'''
+
'''Advanced Pro-Tip: Sense Heading'''
Use the P99 wiki map, along with spamming your /loc macro to find the class trainer in your city. Right click the little note in your inventory to read it; it'll generally have the name of the NPC you'll be giving it to. Once you find the guy or gal, click the note off your inventory and click them with it to give it to them. They will give you a tunic in return, which you should promptly wear. You should also get 1 point in Sense Heading, which will be extremely important for the next step. Again, check the wiki page on your class, and scroll down to the "Skills" segment to know at which levels you should come back to learn a new ability. The most important one by far is Meditate, which is an early game passive that allows you to considerably regenerate mana while sitting.
+
[[Skill Sense Heading | Sense Heading]] is an INVALUABLE skill. When used, it prints out what cardinal direction you're facing in the chat box. Judging you're still fresh new to this game, it's extremely easy for you to get lost if you don't know at least where you're going. A clever trick to raise it is to drop it into a hotbar, then bind that corresponding hotbar key to A D, so you can spam it while running around or fighting.
 +
[https://www.youtube.com/watch?v=839vq22ediA | A quick five minute video explanation.] Relevant part starts around 2:30.
  
Memorize the location of this trainer, as it is generally in this vicinity where you will find vendors that sell more spell scrolls for your class. Come back once you can afford them.
+
'''Head out to your newbie yard and start farming!'''
 +
Again, use your wiki map and macro smashing skills to leave the city and head for the newbie yard. Start farming mobs. At this point, you've been well introduced to the game. Save up enough cash and go back to buy a few Backpacks. That should be your first milestone. Then, check the P99 wiki page for your class to know at what level you get your first batch of spells. Once you're level 5, browse the [[Per-Level Hunting Guide]] to know where to go and what places to explore.
  
'''Advanced Pro-Tip: Sense Heading'''
+
== FINALLY: CORE things to remember ==
[[Skill Sense Heading | Sense Heading]] is an INVALUABLE skill. When used, it prints out what cardinal direction you're facing in the chat box. Judging you're still fresh new to this game, if someone plopped you in the [[Greater Faydark]] and told you to head for [[Butcherblock Mountains]], I could give you three hours and you'll accidentally end up in [[Crushbone]] or something. That is why having Sense Heading matters so much in a game where there's no direct map system; to orient yourself and know you're headed the right way.
+
  
# Open up your keybind menu by pressing Alt+O and the clicking the Keys tab.
+
Now, I know the first few hours are confusing. It took me weeks myself to get used to the UI, and more to get used to the combat, and even moreso to be able to comfortably travel the world without obsessively alt-tabbing to the world map every two seconds. In order to lessen the agony of starting out in this unforgiving world, I'm gonna give you five tips that you PROMISE me you'll follow.
# Go to Hotbar 1, and find buttons 9 and 10. Change their bindings to D and S, and alternatively W and A.
+
# Each of the four movement keys should be bound to either the ninth or tenth button of your Hotbar.
+
# Go to the actions window, turn the page a couple of times, right click one of the squares and choose Sense Heading
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# Drag it twice, once from Actions to the ninth button of your hotbar, and once again from Actions to the tenth button.
+
  
[https://www.youtube.com/watch?v=839vq22ediA | A quick five minute video explanation.] Relevant part starts around 2:30.
+
=== Always right click a creature to /con it before approaching. ===
 +
The game does NOT tell you what level creatures are, but it'll tell you how much stronger or weaker than you they are.
 +
To "con" a mob, or to /con a mob means to "consider" it. Check the chat box. If it says that they're "scowling at you" or "glaring threateningly", then they will attack you on sight.
 +
::* RED is much higher than you, and means an absolute no-go under almost any circumstance.
 +
::* YELLOW is slightly higher than you, means avoid, unless a high level player buffed you to the point of immortality. In both cases, your spells will be resisted and your attacks will miss.
 +
::* WHITE is an acceptable challenge. Still almost a death sentence at most levels but great XP if you can tackle it.
 +
::* BLUE is slightly lower than you. It'll give you decent XP but will be relatively easier than a mob your level. Get used to farming these by the masses.
 +
::* GREEN means considerably lower than you, and little or no XP is rewarded. Generally a waste of time.
  
Using this genuis idea, you'll essentially use Sense Heading every time you move or turn, and over a few hours or days you'll max the ability, so that every use of it will be almost 100% guaranteed to be successful. Bear in mind that sense heading will NOT level up unless you invest at least 1 point into it by talking to your class trainer.
+
=== Learn to obsessively google the P99 wiki for everything. ===
 +
Any question you have can be answered by checking the Wiki. When in doubt, google whatever you want to ask about and follow it with "P99". Do you need a [[Zone Connection World | detailed map of the world]]? Or do you need [[Character Classes | specific guides for your class]]? Or do you want to know the names of every NPC in the game who happen to sell [[Water Flask | water flasks]] AND their coordinates? This website has got you covered. I couldn't imagine playing EQ without the wiki. It would be unplayable to people like us who didn't grow up with it or have the patience to experiment from zero. Having at least three tabs open is mandatory for a beginner: the world map, the map of the zone you're currently in (can switch to the next zone by clicking the link to it in the page), and the wiki page for your class, so you know when you get spells, skills and such.
  
'''Head out to your newbie yard and start farming!'''
+
=== "Quests" here are just turn-ins. ===
Again, use your map and macro smashing skills to leave the city and head for the newbie yard. Start farming mobs. At this point, you've been well introduced to the game. Save up enough cash and go back to buy a few Backpacks. That should be your first milestone. Then, check the P99 wiki page for your class to know at what level you get your first batch of spells. Once you're level 5, browse the [[Per-Level Hunting Guide]] to know where to go and what cool places to explore.
+
You level by mob grinding, just like Runescape. You find a good spot in a zone with other people and farming respawning creatures for hours on end, gaining 1% or 2% of your XP bar per kill on average. There is no quest log in this game. Some NPCs DO give you XP for item turn-ins (like [[Bone Chips Quests | bone chips quests]], [[Moonstones Quest | gnoll fangs]] or [[Crushbone Belts | Crushbone belts]]) but they're intended to be bonuses that supplement grinding while low level.
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=== Get acquainted with death. ===
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You lose 10% or so of your current XP bar from your experience. If you're still fresh, it's enough to drop you back one level. You can loot yourself when you find your corpse. No, other players can't loot you. You will respawn at your last bind spot. If you haven't re-binded it elsewhere, it's usually right in front of the entrance to your main city. Most caster classes can cast Bind Affinity to bind you in major locations, and Gate to return themselves there. It helps for when you're farming in a far away zone and can't be bothered with a two hour corpse run. You can type /corpse if you're close enough but still can't right click it in order to drag it under you. I prefer to put it in a macro and spam it while running away from danger.
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=== Remember to have fun and be yourself :)===
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EverQuest is a heavily social game. Leveling a character takes over a year of casual play, sometimes years, during which you meet hundreds of people, and imprint your name in the minds of dozens. There is no random dungeon finder or raid finder to throw you into the action-- your participation in the game relies on people actively wanting to invite you. This means if you're an asshole who ninjas, tags, griefs and trains, people will remember you, and there goes any hope of being invited to a farming camp or raid ever again. You will meet people with families who play this game while their toddlers are asleep. You will camp Estate of Unrest with a 40 year old math teacher on his vacation days. You will meet a level 54 bard in a low level zone who will notice you're still in cheap cloth armor and will give you raid tier items they don't use anymore just because people who are still new to this game deserve all the help and guidance they can get. You will meet Druids who will port you for free, Clerics who will Resurrect you on a whim, Shamans who will throw Spirit of Wolf on you and only expect a thank you in return. One day, you'll be a high level player, and the mantle of charity will be yours. Make sure to respect people's camps, ask any questions that cross your mind, and err on the side of caution and forgiveness even when someone wrongs you.
  
 
Thank you for reading. Good luck, and have fun in the world of Norrath, and I hope I eased some of the pain and confusion that comes with being the new guy in town, and don't forget: this guide is only the beginning. If you want to get good at this game, you'll be reading a LOT more.
 
Thank you for reading. Good luck, and have fun in the world of Norrath, and I hope I eased some of the pain and confusion that comes with being the new guy in town, and don't forget: this guide is only the beginning. If you want to get good at this game, you'll be reading a LOT more.
  
 
[[Category:Player Guides]]
 
[[Category:Player Guides]]

Latest revision as of 08:40, 18 April 2024

Yours truly.

Before we begin, if I sent you this link you probably don't even know what EverQuest even is. This is my personal ramble about the game, from the perspective of someone in the minority of players who never got to experience the original 1999-2002 release, along with a short guide on how to get started.

Forget everything that World of Warcraft and FFXIV have conditioned you to expect from an MMO: the linear systems, the short 10 minute dungeons, the 4 caster classes that are just pure dps mage but a different color, pushing all of the content to max level because leveling is a chore that no one pays attention to... Forget all of that. EverQuest is not a DPS race and there is nothing at max level. If you played Runescape before, the experience will be familiar. EverQuest is a game about chill mob camps, trading rares and gameplay-changing class features. EverQuest is the kind of game where you can quietly grind slowly respawning mobs for XP while you do the laundry or tab out to Youtube, but it can also be the kind of game where you and six other Clerics rotate heals on your quickly melting tank while the raid boss you've been wiping to for weeks is now at 3% HP.

EverQuest has hundreds of camping spots across its levels. Every level range has dozens of zones you could visit all with different variable levels of difficulty and drops. EverQuest offers plenty of things to do if you're a busy dad or a college student, and it also offers content for sweaty high-APM poopsockers who start twitching if they have to stop playing for a moment-- the world is an open sandbox that won't hold your hand and won't funnel you to a specific playstyle. There's no story quests, no dungeon finders, no mounts, no baby-proofed teleportation mechanics; you land in this alien world called Norrath, and the game assumes you're an adult who can figure their way around.

Contents

A quick warning. You can skip this if you want.

I know for a fact most of you that I refer to this guide will not read it, so I'll just give you the short and skinny right now.

Go make a character, whatever you want it to be. Human necromancer with +30 stats in Dexterity or whatever, start him in Qeynos if you want. Gnome warrior, Iksar shaman, I don't really care. Die ten, twenty, fifty times. Lose a good few characters permanently. You'll get bored of this game within ten minutes and you'll quit. But the thought will fester at the back of your mind, and at some point you'll return and try again. This time, you'll be older and wiser and much more patient. That's when you'll start reading guides. That's when the rest of this page will finally make sense to you and that's when the design of the game will finally click.

I can tell you this, because I've experienced it. Except at the "coming back" part, most of the guides were written in 1999 for people who knew what they were doing, and I had to constantly hunt for all of the information myself in individual pages of the P99 wiki. I've spared you that trouble and tried to shorten everything you should know to get started as a restless zoomer in one page.

Author's introduction

A typical EverQuest party: the Shaman buffs three melee players. Casters sit down in the back until they have the mana to cast more spells.

Hello and welcome. My name is Midoo. I go by Odym, the Barbarian Shaman in-game. I started playing EverQuest Classic in 2017, after being deeply frustrated with the direction World of Warcraft was headed. I left around the time Legion ended, and soon after I recalled some of the memes and jokes from back in the day about EverQuest being World of Warcraft's harsher, yet relatively much more free-form and complex ancestor, and how much closer it was to DnD. I was always drawn to classical things, whether it be in my musical taste, my choice of videogames, or my own personal beliefs. Besides, the mindless hack & slash of World of Warcraft was getting tiring. So I googled it and was introduced to Project1999.

I always wanted to explain what's so good about EQ to a modern audience, but I could never really put my finger on it and I end up rambling for a few hours. Here's all of this rambling in text form. Have fun.

Guide starts here.

What's EverQuest Classic?

EverQuest is a sandbox MMORPG inspired by Dungeons and Dragons and Tolkien-style fantasy. Compared to its younger brothers World of Warcraft and Final Fantasy XIV, EverQuest is a significantly more strategic experience where class composition can make or break your runs. Low-level EverQuest is fun albeit, on the surface, very grindy; you'll be finding yourself punching rats and bats on a second monitor for hours until you unlock your unique class abilities and become valuable to others. Once you climb the difficulty curve, high-level EverQuest will take you through maze-like dungeons, catacombs, caves and fortresses where enemies will crush you and your party if you don't know how to CC, root, split, levitate, invis, haste, slow, and other technical skills.

A low-level trio; Necromancer, Bard and Paladin, wailing on an unfortunate creature.

Each class offers a varied kit that often feels like playing a completely different game than other classes. Unlike other MMOs where the classes are palette swaps of "fill resource, consume resource" and the occasional offheal, EverQuest's classes each hold core grouping mechanics in the palm of their hand; the Enchanter's ability to stop the aggro of an entire room of enemies, the Bard's refreshing mana flowing spells, the Shaman's ability to turn his allies into berserking death machines, the Wizard's 100 to 0 elemental nukes, the Cleric's giant burst heals, the Knights' aggro-magnet abilities... Each class has something you can't replace, and it's all about picking and choosing and strategizing.

What's different about this game?

Emotional wall of text incoming. If you're under the age of 25 I hope you can come down from your ADD trip for a moment to carefully read this paragraph word by word.

EverQuest Classic is like a vintage car. It looks pretty chunky by modern standards, and it takes a bit of struggle to start up, but once you're up and running, with the wind to your face and the roads to your side blurring into pretty lines, there will be no greater euphoria than this. It's fun to be comfortably nuking the mobs and being invited to high-end farming groups after months of slogging through hell dying to rats. It's fun to finally obtain that item that's marked as a pre-Planar best-in-slot at level 30 with your own blood, sweat and tears, or scribe that new batch of spells that you've been holding onto in your backpack for a week. You'll meet people who are well geared and experienced, and you'll remember your first few days, and you'll know that you finally belong in the tight circle of people who are "good" at this niche, unforgiving game, knowing that it practically made you rip your worth from its merciless grip, and that you actively worked hard for all that you earned.

Stat boosting items in EverQuest are really rare. They only drop from rare mobs, or as rewards for relatively involved quest chains. Stat boosting is such a hard thing to earn in EQ that a hat with +3 Wisdom and +3 Intelligence on it for example is considered pre-raid BiS for some classes. Because of the effort it takes to go out of your way and camp gear (or save up to buy it from other players) I can name every single item I'm wearing on my main along with its backstory and how I earned it. Not some bullshit lore story reason of why a quest giver made me kill 20 orcs in exchange for a +10 STR chest item, but my own, personal sandbox story of farming hags in Unrest, the people I've met, the times I've died, the insane room-breaking split pulling I had to perform, the high level clerics I had to beg to resurrect me, etc. Bottom line: EverQuest is a game that gets very grindy at points, with a steep learning curve that looks more like a cliff. But much like Runescape and other games of old, you discover an entire world to explore once you're past your front yard.

The combat is more like Runescape at first.

  • EverQuest isn't an action game by modern standards. Melee combat is slow, repetitive and sluggish. You'll be auto attacking 80% of the time if you're melee; but the immediate act of fighting stuff itself isn't the focus.
  • There's no "melee spells" for the most part like in WoW. No mortal strike, no whirlwind, no thunder clap, etc. If you choose a melee class (more on that later), you're lucky if it has two Kick buttons, a Disarm and a Taunt.
  • Spell animations are stiff. A fight with a mob your level is a death sentence if you don't know what you're doing. It's all about the strategy, hunting, planning, learning, and seeing the fruit of your plotting in the form of dying less often and winning more fights.
  • Enemies your level are DANGEROUS in 1v1s, and even enemies lower level than you can be trouble if you're not careful. Fights in this game are EXTREMELY long compared to other games, and at lower levels before you get your cool moves they are mind-numbingly boring.
An EverQuest raid.

It takes a while to understand why people find this game fun.

  • Classes don't get their important spells right away. Massive class-defining abilities are obtained later on, as evenly spread milestones across all (currently) 60 levels of the game. Clerics get Resurrection at 29, Druids get their portals at 19, Enchanters get Charm at 12, etc. This guarantees that you always have something fun to look forward to that's right around the corner. In fact, looking forward to your next powerful line of spells is the main motivation for leveling up! Today you're a shitty warrior with a useless heal. Tomorrow you unlock spells that allow you to switch from meleeing stuff to death to DoTing and rooting from a distance. Next week you get a pet and the most efficient healing spells for your level range. Who knows what waits for you after that?
  • Buffs are very important in this game. Priest classes (Shaman, Druid, Cleric) can buff you to the point of near immortality if you ask nicely. The difference between an unbuffed character and a buffed character can often be double or triple the damage output and health pool. Someday it'll be you bankstanding and getting whimpering tells from a level 4 Paladin who wants a Spirit of Wolf

Endgame-relevant content starts way before max level.

  • EverQuest isn't a race to max level like World of Warcraft. Raids start at 46 but aren't the main course of the game. All of the good content is scattered equally across all levels-- some zones as early as level 25-30 have rare mobs that drop items you'll wear for years!
  • Leveling in EQ is much slower than in WoW. Quests aren't the main method of leveling up. People generally pick a quiet spot full of enemies their level that they can grind for hours on end, mostly with a group, and slowly watch their XP bar fill up.
  • Gear doesn't have "level requirements" to be worn like in WoW. Everything can be worn at level 1 if your class allows it. 99% of all gear is also tradeable!
  • No one ever tells you where to go in this game, which forces you to explore, experiment, interact with the community and study guides. The act of grinding in a group also strengthens social bonds. People will remember you, and your actions will carry over across the community to your next group, for better or for worse. Have Loramin's Per-Level Hunting Guide bookmarked for a full list of all the good places you can visit in EQ.

Dungeons are open XP hubs, not cinematic boss hallways.

  • Dungeons are not linear A to B corridors of trash like in other MMOs. EQ dungeons are massive, branching, horizontal mazes with several wings that go in all directions, with respawning mobs and several rooms that house rare spawns. The intention is for you and your party to slowly break into whatever room you're interested in camping, then sit there as you farm spawns together.
  • Dungeons are not instanced. This means you'll learn to share, and consequently makes rare items in this game much more valuable and symbolic of status.
  • Dungeon mobs are numerous and bunched up, so as to make the place fatally dangerous for anything less than groups or really coordinated duos/trios past the entrance. Make friends! (or learn to play an Enchanter.)

EverQuest is cross-faction, but reputation matters.

  • There are no player factions in EverQuest. No Alliance or Horde. ALL players in the game can interact equally, trade and speak to each other freely, invite each other and level together with no restriction.
  • However, NPCs do not share your sense of tolerance, as they split into Good, Evil, Neutral and Iksar.
  • Good races consist of the Barbarians, Dwarves, Halflings, High Elves and Wood Elves. Evil city guards will kill you on sight.
  • Evil races consist of Dark Elves, Ogres and Trolls. Good city guards will kill you on sight
  • Neutral races consist of Humans, Gnomes, Erudies and Half-Elves. These generally accept anyone who isn't an Iksar within their cities, or will defer to your religion for how they feel about you.
  • Iksar are so disliked that they merit their own category, being despised by nearly every living creature in the game bar their own kind and some rare vendor NPCs outside the faction system for gameplay balance.

Religion? Just pick Agnostic.

  • Religion affects some factions and allows you access to a couple of niche (mostly useless) items. You can pick agnostic, unless you're a class whose power is derived from its faith, like the Necromancer or the Cleric.
  • Enchanters have access to Illusions and Druids have a Wolf Form that allows them to get past racial prejudice. Religious hatred, however, can never be quelled, and simply existing within the aggro range of an NPC who has beef with your deity will result in them refusing to interact with you at best and attacking you at worst.
  • Being agnostic is a safe bet. If that's not an option, just avoid Cazic Thule, Bertoxxulious or Innoruuk.

Step ONE: Picking a class

The section below is dedicated to helping you choose what role you'll offer the world of Norrath, and what its people will expect from you.

TL;DR: Great Classes for Beginners:

  • Druid: versatile semi-healer with great buffs and good solo potential and teleportation. Best first character if you're new to a server and want to make money porting.
  • Magician: most of the damage is done by your pet; you can just sic it on someone and watch the wrestling happen.
  • Paladin: if you want an easy spellsword class. They're like warriors who get Cleric spells too so you can find cheap gear easily and fill both roles.
  • Ranger: is a fun Paladin alternative who's less tanky and more mobile. They're basically warriors who get some Druid spells.
  • Monk: who's a little boring and featureless like all melee classes (compared to casters) but can pull some of the best DPS in the game practically naked.
  • Necromancer: preferably Gnome because they're not as hated as the others or Dark Elf so you can hide to regenerate safely. They're a very capable and self-sufficient solo class.

TL;DR: Classes/Races to be wary of as a Beginner:

  • Anything having to do with a Warrior. They're not a fun or casual melee DPS like WoW; EQ warrior is a highly specialized raid tank that's borderline useless without extremely expensive investments.
  • Anything having to do with Ogres, Trolls, or Iksar. They are kill-on-sight in most cities and far away from civilization.
  • Raid specialists: Rogues and Clerics rely on having other people to tank for them, making them functionally useless outside of groups and very hard to level as a beginner.
  • Shadow Knights because of faction issues.
  • The Shaman as the only races that can play it are either too isolated or hated by most NPCs.

Complete class breakdown:

Class Role in the Group Strengths Weaknesses When should I play this? World of Warcraft equivalent How do I level?
Druid Off-healer, portal taxi
  • Portals all across the world
  • Decent solo damage
  • Good heals and great buffs
  • Perfect character for exploration
  • Not really the best at anything
  • People will ask for ports all the time
  • Clerics heal better, Shamans buff better
You want to be a Wizard but like animals more than books and towers. Hybrid of Balance and Restoration druid Melee and nuke until your tweens; after that, learn to charm animals and pit them against one another. Start quad-kiting at 36.
Cleric Raid healer, anti-undead
  • By far the best heals
  • Amazing HP buffs
  • Crazy damage against the undead
  • Most demanded class in groups
  • Can't do much alone
  • Mediocre damage against most mobs
  • Your life depends on your tank's performance
You're fully committed to being the strongest healer in the game at all costs and don't mind relying on people to fill other roles. Holy Priest Melee and nuke until your 20s; after that, damage dealing as a Cleric stops being viable. Since you're a very high-demand class, sit /LFG for a couple minutes and you'll quickly get group invites.
Shaman Buffbot, mob slower
  • Best melee buffs period
  • Cannibalizes to restore mana
  • Passable solo damage
  • Can make and sell various potions at level 25
  • Can only solo when LFG or desperate
  • Very boring early levels
  • Excelling with the class requires very very expensive investments
You want to play an edgy Necromancer solo type but are also into the idea of being a useful group support. Hybrid of Affliction Warlock and Holy Paladin Melee and nuke until 24. Once you get your upgrade DoTs, get into the rhythm of rooting and DoTing while you med from a distance. The pet you get at 34 is like an additional DoT, just remember to slow enemies so it survives.
Wizard Nuker, portal taxi
  • Insane burst damage
  • Portals across the world
  • Very simple and straightforward playstyle
  • Can solo fairly well
  • Horribly mana hungry
  • Not very useful in groups
  • Very simple and straightforward playstyle
You're not interested in (or have free time for) much other than being top raid DPS, and you prefer magic over melee. Fire/Arcane Mage Melee and nuke until your early teens; after that, learn to quad-kite.
Necromancer Pet class, DoT-stacker
  • Strongest solo class: DoTs, undead pet and fear
  • Can feign death and go invisible
  • Can trade HP for mana regen
  • Can summon corpses later
  • Hated by most NPCs
  • Seen as somewhat of an antisocial class
  • Slow, steady DPS and pet require careful micromanagement
You want to be the strongest solo class in the game and thrive in solitude. Affliction Warlock Snare the enemy, cast Fear on it, stack your damage DoTs and send your skeleton pet to kill it. Feign Death if things get hairy.
Magician Pet class, summoner
  • Powerful summoned pet
  • Can summon items like bandages and bags
  • Decent DPS on their own
  • Easy class: just send your pet and lay back
  • Pretty forgettable
  • Micromanaging a pet can get boring quickly
  • Requires reagents to summon, which you have to remember to buy
You're new to the game and want a chill, versatile magic DPS class. Frost Mage Send your pet and nuke for support! Simple as that. As you level up, you get spells that make your pet stronger.
Enchanter Crowd control specialist
  • Mind control mobs
  • Transform into any race
  • Best mana regen buff in the game
  • A wide array of long and short, single and AoE stuns
  • Soloing with charmed mobs is pretty complicated
  • Damage isn't that great
  • Has to juggle many responsibilities at once
You enjoy high APM CC juggling and being able to manipulate whole rooms of enemies. You like the thrill of high risk, high dexterity gameplay, and prefer magic over melee. Nothing; imagine a custom class fully dedicated to Polymorph/Blind/Sap/Mind Control Melee and nuke until your tweens. When you get your Charm spell, learn to charm mobs and pit them against one another.
Monk Melee DPS, off-tank, puller
  • Excellent DPS
  • Can pull great DPS even naked
  • Instant Feign Death if something happens
  • Duoing with a healer is the fastest XP
  • Being weighed down weakens them exponentially
  • Mostly featureless, like all pure melee classes
  • Social stigma against monks being antisocial
You want a solid melee DPS class that can perform well for cheap and don't mind looking homeless. Monk Kill EVERYTHING in sight. As you level up, learn how Feign Death works. Make sure to have a cheap weapon for every style to keep your weaponskill up.
Rogue Group-dependent melee nuker
  • Phenomenal DPS in a group
  • Hide and Sneak
  • Lockpicking into dungeons
  • Can wear chain armor
  • Completely impotent solo
  • Can very easily attract aggro
  • Has to level a ton of class skills
You want a badass burst damage melee nuker. Rogue You can facetank stuff until your tweens. After that, it gets less and less viable to solo, since you do a ton of damage with Backstab which you can't use if a creature is facing you. Make sure to have a cheap weapon for every style to keep your weaponskill up.
Ranger Steady DPS, puller
  • Warrior with Druid spells
  • Access to Archery and Fletching
  • Decent damage, good puller
  • The coveted Spirit of Wolf spell
  • Meme class for how often they die
  • Hybrid XP penalty
  • A druid is overall more useful and other melees do better damage
You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love nature. Survival Hunter Try to go for zones with animals. You can Fear animals and chase them while auto-attacking them to death for easy XP. Make sure to have a cheap weapon for every style to keep your weaponskill up.
Paladin Dungeon tank
  • Warrior with Cleric spells
  • Flash of Light for instant aggro
  • Lay on Hands for full-heal
  • Lull, Root, Heals and Anti-Undead nukes
  • Not very good at soloing
  • Hybrid XP penalty
  • Vestigial, unreliable heals
You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love holy fighters. Vanilla-era Paladin They can competently solo if you're very careful, but grouping is faster. While you're sitting /lfg, buff yourself, facetank and melee anyting that cons blue to death. Make sure to have a cheap weapon for every style to keep your weaponskill up.
Shadow Knight Dungeon tank
  • Warrior with Necromancer spells
  • DoTs guarantee stable aggro
  • Very powerful soloers
  • Feign Death, Harm Touch and a skeleton pet
  • Hated by most NPCs
  • Hybrid XP penalty
  • Can't quite instant-aggro like a Paladin
You like the idea of being a hybrid spellsword who can deal damage and also use magic, and like evil edgy death themes. Unholy Death Knight Fear just like a Necromancer, then chase the enemy and auto-attack it to death along with your skeleton companion. Make sure to have a cheap weapon for every style to keep your weaponskill up.
Bard Crowd control, utility
  • No spells, just 6 second mini-buffs they can juggle
  • Can Hide to regen HP safely
  • Can mass-kite trains of enemies
  • Can wear Plate armor
  • Horribly complicated to play
  • Requires constant juggling to be good
  • Takes a while to get used to
You enjoyed the description of the Enchanter class but went "I'm not playing a caster." Nothing; imagine Enchanters but wearing armor Learn to alternate your damage songs and your Selo's Accelerando so you can kite things to death. As you level up, you get stronger AoE damage songs, and your Selo's gets faster. Don't kite while in groups; figure out which songs to alternate while you melee things to death. Like any other melee, have cheap weapons on hand to keep your weaponskills up to date.
Warrior Raid tank
  • Performs well if you neckbeard
  • Okay tank if you can find good gear
  • Okayish DPS
  • Can wear Plate armor and most weapons
  • Possibly the single worst beginner class in EQ
  • Absolutely crippled until max level
  • Outperformed by every other class at everything pre-60
You're rich enough to make it work and can afford to play all day every day. Protection Warrior Taunt doesn't really work. Invest early in weapons that cause aggro by magical damage like Obsidian Shard or Tentacle Whip. You can try facetanking things until mobs your level eventually start outdamaging you. Sit /lfg at zonelines and hope groups have tank spots open. Since auto-attacking is the only thing this class can really do, make sure to keep your weaponskills up.


A word on the Warrior class:

I noticed a lot of people make the mistake of rolling Warriors as their first character, because Warriors are typically fun and viable in other MMOs.
If you're new to this game, the Warrior class is a noob trap. Unlike its WoW counterpart, EQ's Warrior is an unpopular class that was mostly designed to be a raid tank for guild leaders and nothing else. It's outperformed by every single class in the game in both groups and solo content. It's only "playable" once it beings to scale up at level 50+ with extremely expensive high end gear.
If you want to tank, Paladin and Shadowknight are much better options, with strong kits that allow for splitting, snap aggro, retreating, supporting party members, etc. Warriors are specifically designed to be guild tanks: their only unique feature is their gigantic health pool that allows them to soak up endgame damage. Unless you're a raider with a whole guild dedicated to controlling rooms for you, you'll just be playing a gimped Rogue with no backstabs.

Step TWO: Explanation of the UI

Equi.png

I often hear that the UI is the most confusing aspect of starting the game for newcomers. So here's a simple breakdown of its features:

The Spellbar: This is where you'll put spells that you inscribed in your spellbook.

The Action Tabs: These split into 4 different tabs (the tiny icons); Main, Racial abilities, Melee Combat abilities, and Macros. You can hold and drag any into your hotbar.

The Hotbar: This is the bar that your keyboard buttons are bound to by default. When you press 1, whatever is in the first square will be executed, be it a spell, ability or macro. You can rebind them all in the menu.

The Chat: If you right click the top edge of the chat box, you can customize it all you want. You can also resize it and put it wherever you want, or create another separate tab.

Buffs and Debuffs: This is where your buffs and debuffs are tracked. It's pretty self explanatory. You can hold Alt to see their names or right click to remove a buff.

Target and Character Bars: These work the same way they would in any other RPG. In EQ linguo, a "bubble" is the small segment that represents 1/5th or 20%.

Group Menu: You can invite someone by targeting them and clicking Invite in the main tab of your Actions. You can also accept a group invite by clicking Follow in Actions. If you click someone's health bar, you'll target them.

The Inventory: Bound to I iirc, but I prefer to rebind it to C. It displays all of your equipment, stats, currencies and a basic 8 slot inventory. When you eventually get your hands on containers (bags, backpacks..) you can right click them from your inventory to open or close them.

The Spellbook: It contains all the spells you know. You learn spells in EQ by putting spell scrolls you're eligible to use (the right class and level) in empty square slots of your spellbook. You can "memorize" a spell by taking it from your spellbook and putting it somewhere on your Spellbar, where you can cast it from there.

Step THREE: Actually playing the game

From scroll, to spellbook, to spellbar, to hotbar.

Congratulations on picking a class. If you haven't decided what to play yet, just pick anything and give it a spin. I myself leveled every class at some point just to get an idea of how they play before ultimately deciding what I'll main.

Fix your keybinds!

Press Alt+O, and check out the Keys tab. If you come from World of Warcraft, you'll want to change your keybinds to be more comfortable. I myself like to bind Consider to W, my inventory/character sheet to C, "open all bags" to B, sitting to X, and Melee Attack to the little tilde ` corner button left of the number keys.

Equip your stuff!

Adjust your UI. Move things around, right click and Lock them in place just in case. Once you're happy with the UI, click the Sword or Club that you have and place it on your class logo to equip it.

Scribe your spells!

(If you're a warrior, rogue or monk, skip this entirely. If you're a shadow knight, paladin or ranger, don't fret, you get your first spells at level 9.) Open your Spellbook by clicking the tiny book button at the bottom of your spell bar. Drop the spell scrolls from your inventory (whose name start with "Spell: ") on empty squares in your spellbook to permanently learn them. Then, drag the spell icon from your spellbook to one of the little gems on the long spellbar. You can click and hold a gem in your spellbar until it detaches, then you can put it on your Hotbar. (The buttons 1, 2, 3... are by default bound to your Hotbar, not your Spellbar, so watch out for that.)

Once you're done scribing your newbie spells, hop on the P99 wiki and find a detailed map of your own home city. Halas for Barbarians, Freeport for Humans, etc. Type /loc to see your location, and keep in mind it prints out vertical position, then horizontal position, then altitude.

Find your class trainer!

Use the P99 wiki map, along with spamming /loc to find the class trainer in your city. Right click the little note in your inventory to read it; it'll generally have the name of the NPC you'll be giving it to. Drop the scroll on their head to receive a free armor piece. You can right click your trainer to open up the skill point allocation menu. You only get 5 every level, so don't waste them. The wiki page for your class will have a list of every skill you'll eventually unlock; to unlock a new skill, put 1 point in it. Memorize the location of this trainer, and check out nearby NPCs who might sell spells you need. Again, the wiki page for your class will also have a list of all its spells (if applicable) that you'll eventually unlock, and who sells them where.

Advanced Pro-Tip: Sense Heading Sense Heading is an INVALUABLE skill. When used, it prints out what cardinal direction you're facing in the chat box. Judging you're still fresh new to this game, it's extremely easy for you to get lost if you don't know at least where you're going. A clever trick to raise it is to drop it into a hotbar, then bind that corresponding hotbar key to A D, so you can spam it while running around or fighting. | A quick five minute video explanation. Relevant part starts around 2:30.

Head out to your newbie yard and start farming! Again, use your wiki map and macro smashing skills to leave the city and head for the newbie yard. Start farming mobs. At this point, you've been well introduced to the game. Save up enough cash and go back to buy a few Backpacks. That should be your first milestone. Then, check the P99 wiki page for your class to know at what level you get your first batch of spells. Once you're level 5, browse the Per-Level Hunting Guide to know where to go and what places to explore.

FINALLY: CORE things to remember

Now, I know the first few hours are confusing. It took me weeks myself to get used to the UI, and more to get used to the combat, and even moreso to be able to comfortably travel the world without obsessively alt-tabbing to the world map every two seconds. In order to lessen the agony of starting out in this unforgiving world, I'm gonna give you five tips that you PROMISE me you'll follow.

Always right click a creature to /con it before approaching.

The game does NOT tell you what level creatures are, but it'll tell you how much stronger or weaker than you they are. To "con" a mob, or to /con a mob means to "consider" it. Check the chat box. If it says that they're "scowling at you" or "glaring threateningly", then they will attack you on sight.

  • RED is much higher than you, and means an absolute no-go under almost any circumstance.
  • YELLOW is slightly higher than you, means avoid, unless a high level player buffed you to the point of immortality. In both cases, your spells will be resisted and your attacks will miss.
  • WHITE is an acceptable challenge. Still almost a death sentence at most levels but great XP if you can tackle it.
  • BLUE is slightly lower than you. It'll give you decent XP but will be relatively easier than a mob your level. Get used to farming these by the masses.
  • GREEN means considerably lower than you, and little or no XP is rewarded. Generally a waste of time.

Learn to obsessively google the P99 wiki for everything.

Any question you have can be answered by checking the Wiki. When in doubt, google whatever you want to ask about and follow it with "P99". Do you need a detailed map of the world? Or do you need specific guides for your class? Or do you want to know the names of every NPC in the game who happen to sell water flasks AND their coordinates? This website has got you covered. I couldn't imagine playing EQ without the wiki. It would be unplayable to people like us who didn't grow up with it or have the patience to experiment from zero. Having at least three tabs open is mandatory for a beginner: the world map, the map of the zone you're currently in (can switch to the next zone by clicking the link to it in the page), and the wiki page for your class, so you know when you get spells, skills and such.

"Quests" here are just turn-ins.

You level by mob grinding, just like Runescape. You find a good spot in a zone with other people and farming respawning creatures for hours on end, gaining 1% or 2% of your XP bar per kill on average. There is no quest log in this game. Some NPCs DO give you XP for item turn-ins (like bone chips quests, gnoll fangs or Crushbone belts) but they're intended to be bonuses that supplement grinding while low level.

Get acquainted with death.

You lose 10% or so of your current XP bar from your experience. If you're still fresh, it's enough to drop you back one level. You can loot yourself when you find your corpse. No, other players can't loot you. You will respawn at your last bind spot. If you haven't re-binded it elsewhere, it's usually right in front of the entrance to your main city. Most caster classes can cast Bind Affinity to bind you in major locations, and Gate to return themselves there. It helps for when you're farming in a far away zone and can't be bothered with a two hour corpse run. You can type /corpse if you're close enough but still can't right click it in order to drag it under you. I prefer to put it in a macro and spam it while running away from danger.

Remember to have fun and be yourself :)

EverQuest is a heavily social game. Leveling a character takes over a year of casual play, sometimes years, during which you meet hundreds of people, and imprint your name in the minds of dozens. There is no random dungeon finder or raid finder to throw you into the action-- your participation in the game relies on people actively wanting to invite you. This means if you're an asshole who ninjas, tags, griefs and trains, people will remember you, and there goes any hope of being invited to a farming camp or raid ever again. You will meet people with families who play this game while their toddlers are asleep. You will camp Estate of Unrest with a 40 year old math teacher on his vacation days. You will meet a level 54 bard in a low level zone who will notice you're still in cheap cloth armor and will give you raid tier items they don't use anymore just because people who are still new to this game deserve all the help and guidance they can get. You will meet Druids who will port you for free, Clerics who will Resurrect you on a whim, Shamans who will throw Spirit of Wolf on you and only expect a thank you in return. One day, you'll be a high level player, and the mantle of charity will be yours. Make sure to respect people's camps, ask any questions that cross your mind, and err on the side of caution and forgiveness even when someone wrongs you.

Thank you for reading. Good luck, and have fun in the world of Norrath, and I hope I eased some of the pain and confusion that comes with being the new guy in town, and don't forget: this guide is only the beginning. If you want to get good at this game, you'll be reading a LOT more.