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Midoo's EQ Guide For WoW Refugees
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 repeatable 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. It's what people back in 1998 thought "dungeons and dragons videogame with class roleplay and exploration" was supposed to be.
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
Hello and welcome. My name is Midoo. I go by Odym, the Barbarian Shaman in-game.
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 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. The focus is on class identity, role-play, exploration and immersion, rather than numbers. Every class has something unique to bring like buffs that make fights easier, levitation, invisibility, befriending animals and the undead, item summoning, crowd controlling rooms of enemies... So the class you pick feels more like a profession with expertise in a certain aspect of interaction with the world and unique strengths and weaknesses, rather than what color of fireball comes out of your ass when you press 1.
Everquest is set in "Norrath", a traditional medieval high fantasy world full of elves, dwarves, ogres and zombies... mythical creatures like minotaurs, giants and centaur... RPG staples like wizards and warriors, necromancers and bards... Everything you'd expect from your typical DnD campaign, and much more original stuff.
The appeal of the game is building yourself from absolutely nothing, going from punching bats for hours and hours on end to 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.
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.
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.
What's different about this game?
Wall of text incoming. If you're under the age of 25 I hope you can come down from your ADD fueled 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. 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.
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.
a. Combat
- 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; 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.
- 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.
b. Spells
- 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!
- 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..
- 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, etc.
c. Leveling
- Everquest isn't a race to max level like World of Warcraft. 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. Refer to Loarmin's Per-Level Hunting Guide for a full list of all the good places you can visit in EQ-- some as early as level 25 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.
d. Dungeons
- Dungeons are not linear hallways with bosses as checkpoints like in other MMOs. EQ dungeons are massive, branching labyrinths with several wings that go in all directions, designed like a player faction city. They usually host several rooms that have rare mobs in them which you can go to and camp as they respawn, and have a higher XP rate than the outdoors to compensate for the risk.
- Dungeons are not instanced. This makes them more like open XP hubs where you can chat while farming different wings with different groups. Check out what HALF a dungeon looks like in Everquest!
- 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. This helps with congestion so people who don't bring a dedicated group can't cheese their way to valuable loot drops.
e. Factions
- 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 refer 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, with the exception of SOME vendors who simply don't care.
f. Religion
- Religion is pretty unique in Everquest. Every race can worship one from a range of Gods, which 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 is akin to taunting them.
- Being agnostic is a safe bet. If that's not an option, just avoid Cazic Thule, Bertoxxulious or Innoruuk.
Five 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 AN NPC FROM A SAFE DISTANCE TO CON IT BEFORE APPROACHING. I cannot stress this enough. 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. It means your faction level is pretty terrible with them (such as Humans to Iksar).
- 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.
- THE PROJECT 1999 WIKI IS YOUR BEST FRIEND. LEARN TO OBSESSIVELY GOOGLE 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 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.
- I KNOW IT'S CALLED "EVERQUEST", BUT YOU WON'T BE QUESTING. 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
- 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 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.
- BE NICE TO OTHER PEOPLE. 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 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.
Step ONE: Picking a class
Being that the game is very focused on class-specific abilities, your class choice in EverQuest is extremely important. Two different classes can often feel like playing two different games completely. Unlike other MMOs where every single class ever is a palette swap of "fill resource, consume resource" and the occasional offheal or root spell, EverQuest's classes each hold core grouping mechanics in the palm of their hand; room splitting, stat enhancement, countering specific types of enemies, situational performance, providing ease of life to others, crowd control specialists, etc.
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.
The Long Explanation:
| Class | Role in the Group | Strengths | Weaknesses | When should I play this? | World of Warcraft equivalent |
|---|---|---|---|---|---|
| Druid | Off-healer, portal taxi |
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You want to be a Wizard but like animals more than books and towers. | Hybrid of Balance and Restoration druid |
| Cleric | Raid healer, anti-undead |
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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 |
| Shaman | Buffbot, mob slower |
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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 |
| Wizard | Nuker, portal taxi |
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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 |
| Necromancer | Pet class, DoT-stacker |
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You want to be the strongest solo class in the game and thrive in solitude. | Affliction Warlock |
| Magician | Pet class, summoner |
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You're new to the game and want a chill, versatile magic DPS class. | Frost Mage |
| Enchanter | Crowd control specialist |
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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 |
| Monk | Melee DPS, offtank, puller |
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You want a solid melee DPS class that can perform well for cheap and don't mind looking homeless. | Windwalker Monk |
| Rogue | Group-dependent melee nuker |
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You want a badass burst damage melee nuker. | Rogue |
| Ranger | Steady DPS, puller |
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You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love nature. | Survival Hunter |
| Paladin | Dungeon tank |
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You like the idea of being a hybrid spellsword who can deal damage and also use magic, and love holy fighters. | Vanilla-era Retribution Paladin |
| Shadow Knight | Dungeon tank |
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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 |
| Bard | Crowd control, utility |
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You enjoyed the description of the Enchanter class but went "I'm not playing a caster." | Nothing; imagine Enchanters but wearing armor |
| Warrior | Raid tank |
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You're rich enough to make it work and can afford to play all day every day. | Protection Warrior |
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: Introduction To The UI
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: You're In Our World Now™
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 20 just to get an idea of how they play before ultimately deciding what I'll main.
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.
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 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. 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.)
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 trainer and turn your homework in! 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. 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 talk to them by right clicking and training 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 for anyone with a mana bar is Meditate, which is an early game passive that allows you to considerably regenerate mana while sitting.
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.
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, 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 maps; 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.
- 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
- Drag it twice, once from Actions to the ninth button of your hotbar, and once again from Actions to the tenth button.
| A quick five minute video explanation. Relevant part starts around 2:30.
Using this genius 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.
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 cool places to explore.
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.