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Everquest You are about to enter a world ripe with adventure and intrigue. Choose from a variety of races and classes, customize your character, and begin your quest in any number of cities or villages throughout multiple continents. Equip yourself for adventure, seek allies and knowledge, and experience a rich world of dungeons, towers, crypts, evil abbeys-anything is possible-even planes and realities beyond your imagination.

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Default Everquest - Getting Started

4 Getting Started
This section takes you through installing the game, creating an account, running the tutorial and starting and stopping EverQuest.
4.1 Installation Steps
Before installing any software, you should run ScanDisk and Disk Defragmenter to ensure that your hard drive is working properly and is problem-free. (To do so, click Start > Run, then type scandisk or defrag and click OK.)

The next step in installing the game is to make sure your system meets or exceeds the System Requirements.

To install the game:

1. Make sure that your PC specifications meet or exceed the requirements.

2. Start the Windows 98/2000 operating system.

3. Insert the EverQuest game CD into your CD-ROM drive.
* If your CD-ROM drive has AutoPlay enabled, the installation program will automatically run. If it doesn't, double-click My Computer, then double-click on the CD-ROM icon. Double-click on the file named setup.exe. Installation will begin.

4. Choose an installation size.
Full (600MB): Installs all required game files, plus the introductory movie.
Typical (500MB): Installs only the required game files. To view the movie you after this type of installation you will need to place the EverQuest game CD into the CD-ROM drive.

5. Select an installation directory (default is C:/Program Files/EverQuest).
* To install to a different directory, type in a different path and click Next. If the directory does not exist, it will automatically be created.

6. (Optional) Install the DirectX 8.1 drivers.
* The DirectX 8.1 files included on the game CD contain drivers for most video cards and sound cards. For brand-new or lesser-known hardware, you may need to contact your manufacturer to obtain the latest DirectX drivers.
* If you already have DirectX 8.1 installed, click No when prompted. If you are not sure, check by running dxsetup.exe (located in the Program Files/DirectX directory).
* To install DirectX 8.1 drivers, click Yes to proceed, then follow the on-screen instructions.

7. When setup is complete, click Yes to reboot your computer.

8. Congratulations! You're now ready to play EverQuest ...
* To connect and begin playing, double-click the EverQuest desktop icon.
4.3 Creating an Account
This section shows you how to create an account. Once you've done that, you can log into a game server.

Before you can log into EverQuest, you must have an active Internet connection through an Internet Service Provider (ISP) and a valid player account. You'll also need a valid credit card, an EverQuest registration code (printed on the jewel case) and your e-mail address.

To create an account:

1. Double-click the EverQuest icon on your desktop.
* Each time you start the game, it automatically downloads the latest patches and game news. It is a good practice to read the patch news. Once this finishes, click Play Online.

2. Click Account, then New Account to display the account registration screen.

3. Enter your name, address, e-mail address, and date of birth.
* Left-click in a field, then type in the information. You can use Tab to move the cursor to the next field.

4. Click Next to proceed.

5. (Optional) Enter your PC specifications and answer other general interest questions, then click Next to proceed.

6. Type in a login name and your EverQuest account key.
* The login name displays whenever you connect to the EverQuest servers, and can also be seen whenever you are in the EverQuest chat rooms.
* When entering your account key, carefully check to make sure you correctly enter zeroes and ones. Remember, a zero (0) is skinnier than the letter "O."

7. Type in a Sony Station login name and password.
* If you don't have a current Sony Station account, create one by entering a login name and password.

8. Click Finish. Your registration information will be sent to the server and processed.

9. Once you receive your confirmation e-mail, repeat Steps 1 and 2.

10. Click Change Account.

11. Type in your Sony Station name and password (from Step 7), then click Connect.

12. A subscription window appears. Click Now to start a subscription.

13. Select a payment method and fill in all required billing information, then click Finish.
* Your billing information will be processed (this may take a few minutes). Once it's accepted, you can click Exit to return to the front-end screen.
* If you encounter any problems with the billing process, please contact our Customer Service department immediately.

14. Click Connect to begin playing EverQuest.
4.4 Logging into EverQuest
Once your subscription is set up, you simply need to connect to a game server:

1. Double-click the EverQuest icon on the desktop.

2. Type in your Sony Station password and then click Connect. The screen that displays lists all of the available game servers.

3. Click on a server name, then click the large Play EverQuest button in the lower right-hand corner of the screen.

Your next step is to create a character. You can store up to eight characters on each game server. When first starting out, it might be a good idea to jot down the name of the server that you created your character on so that you can find it again. If you choose a different server you will find only a fresh set of empty character slots.
4.5 Exiting the Game
Your character does not require food, drink or rest whenever you're not playing. The next time you start the game, your character's previous condition is restored. (For example, if you were tired and hungry, you'll still be tired and hungry when you resume playing.)

To exit the game, sit down and set up camp in a safe area. Click Sit on the Main Tab in the Actions Window, then Camp (this takes approximately 30 seconds). Then, click Exit.

Or:

* Type /sit and then hit Enter to make your character sit down
* Type /camp and then hit Enter to start the 30 second camp timer

When you return to the game later your character will be where you left him. Keep that in mind when choosing your campsite.
4.6 Creating a Character
Once you log in and select a game server, the Character Select screen appears. It lets you create, manage and delete characters. Each of the eight Create New Character slots can store a single character that you create. The rest of this section shows you how to create a character, step-by-step.

* Click any Create New Character slot to begin. This displays the Character Creation screen.

* Follow the steps in the rest of this section to create a character. When you finish, you will return to this screen, and your character's name will appear in the slot you just chose. (In the future, you must select a server each time you log in, then click on a character slot to activate it.)

* Then click Enter World to start playing.
4.7 Character Creation Screen
This screen lets you build your character through a series of steps:

Step 1 - Pick a Race

Norrath has 13 known races, each of which was established in a specific region of Norrath. All have unique talents and professions - for example, Humans are relatively smart and can pursue nearly all professions, while Ogres have fewer options, but excel in physical strength.

* Click a race to select it. (Notice that the starting statistics and the list of available Classes change for each race.)

Races of Norrath

Barbarian: Warriors at heart, most of the Barbarians' history revolves around one war or another.
Starting city: Halas
Classes: Beastlord (Shadows of Luclin only), Rogue, Shaman, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Dark Elf: Dark Elves share the heritage and features of other elves in Norrath, but they are more evilly aligned. Home is almost always underground, so darkness poses no obstacle for Dark Elves.
Starting city: Neriak
Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard
Racial tensions: Barbarians, Erudites, Half Elves, High Elves, Humans, Iksar, Wood Elves

Dwarf: Short but strong, Dwarves outperform Humans in nearly all physical tasks. Their prominent facial hair is their trademark, seconded by their dexterity.
Starting city: Kaladim
Classes: Cleric, Paladin, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Erudite: Self-pride and intellect persuade most Erudites to forego physical activity in favor of mental challenges. Social grace is their forti, and they believe themselves to be the pinnacle of evolution.
Starting cities: Erudin or Paineel (determined by class)
Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Wizard, Shadow Knight
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Froglok: Frogloks are a short race of sentient amphibians. Although they can swim underwater for long distances, they're clumsy on land and can only hop from place to place.
Starting cities: Gukta/Grobb, Antonica
Classes: Warrior, Cleric, Shaman, Paladin, Wizard
Racial tensions: Iksars, Ogres, Trolls, Dark Elves

Gnome: Distant cousins to Dwarves, Gnomes tend to burrow in the hillsides in underground communities. A lack of surface light lends a pale hue to their skin tone, and they rarely emerge to mingle with other races.
Starting city: Ak'Anon
Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Rogue, Shadow Knight, Warrior, Wizard
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Half Elf: As Human-Elf hybrids, Half Elves share the prominent physical features of both races. Their intellect is a notch above most other races, though they suffer a lack of strength as compared to the other Norrathian races.
Starting cities: Qeynos, Freeport, Kelethin
Classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Halfling: Short and Human-like, Halflings are by far the most nimble and mobile race in the world. Outstanding dexterity and agility come naturally, and they're natural travelers. Because of this, Halflings have developed peaceful relations with most other races.
Starting city: Rivervale
Classes: Cleric, Druid, Paladin, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

High Elf: Though they have physical traits in common with Wood Elves, High Elves are far more developed in the ways of the mind. Pale and thin, they prefer to spend their time exercising the confines of the mind, and not the body.
Starting city: Felwithe
Classes: Cleric, Enchanter, Magician, Paladin, Wizard
Racial tensions: Iksar, Ogres, Trolls, Dark Elves

Human: Humans epitomize the norm in Norrath.
Starting cities: Qeynos, Freeport
Classes: All but Shaman and Beastlord
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Iksar: A tribal race, these lizard-like warriors carry on a rich heritage of conquest, enslavement and destruction. Iksar are quite intelligent (despite their large size and warrior-like ways) and prefer to socialize within their own circles.
Starting city: New Sebilis (also known as Cabilis)
Classes: Beastlord (SoL only), Monk, Necromancer, Shadow Knight, Shaman, Warrior
Racial Tensions: All other races.

Ogre: Ogres spend as much time on the battlefield as Erudites and High Elves do exploring their intellect. With their gargantuan size and strength, they pass most of their days munching on available game and rarely give any thought to pursuing other interests.
Starting city: Oggok
Classes: Beastlord (SoL only), Shadow Knight, Shaman, Warrior
Racial tensions: Everyone except Dark Elves and Trolls

Troll: Despite a two-foot height difference, Trolls get along famously with Ogres, sharing similar likes, dislikes and pastimes. Outdoorsy and not quite bright, they're easily recognizable due to their skin's natural green tinge.
Starting city: Grobb
Classes: Beastlord (SoL only), Shadow Knight, Shaman, Warrior
Racial tensions: Everyone except Dark Elves and Trolls

Vah Shir: Vah Shir are a feline race that walks upright. They're as tall as Barbarians, and are selfless and focus only on the good of others.
Starting city: Shar Vahl
Classes: Warrior, Rogue, Shaman, Beastlord, Bard
Racial tensions: Indifferent to all other races

Wood Elf: Yet another variation on the Elven-Human theme, Wood Elves are slightly weaker than Humans, but highly dexterous and agile. Despite their tendencies to be wild and secretive, they are very dedicated to the good of society.
Starting city: Kelethin
Classes: Bard, Druid, Ranger, Rogue, Warrior
Racial tensions: Dark Elves, Iksar, Ogres, Trolls

Step 2 - Pick a Class

Your class (your characters occupation) describes your career goal in the game. You can pursue any life you choose in EverQuest, so long as your race permits it.

* Click an occupation to select it. (Note that each occupation gives you specific attributes that are marked with green numbers. When allocating ability points, concentrate on these characteristics.)

Bard: The Bard has the unusual ability to play magical songs whose supernatural effects last as long as the Bard continues to sing. He has some passing knowledge of the Warrior ways (self-defense), but his main focus is always his art.
Modifiers: +5 Strength, +10 Dexterity, +10 Charisma

Beastlord (only available with Shadows of Luclin): Beastlords are the spiritual warriors of the primitive cultures of Norrath and Luclin. Like the Shaman, the Beastlords have a close relationship with the spirit world. The Beastlord's fighting style is derived from tactics used by wild beasts thus they prefer to fight unarmed or with only small piercing weapons. But the Beastlord is best known for his life-long animal companion.
Modifiers: +10 Stamina, +5 Agility, +10 Wisdom, +5 Charisma

Berserker: Berserkers are fearsome fighters, wielding two-handed axes and hurling throwing weapons. They have the best throwing arms of all Norrath classes. Their innate rage causes them to reach a frenzied battle state known as "berserk".
Modifiers:

Cleric: A Cleric is a holy woman born with the power to heal, and, to a lesser extent, call upon the wrath of her deity to smite her foes. Prayer is how the Cleric gains her ability.
Modifiers: +5 Strength, +5 Stamina, +10 Wisdom

Druid: A Druid is the master of the outdoors and befriends all flora and fauna. Creatures rarely ever attack him unless he attacks first. He is a clerical spellcaster who focuses on all things natural, allowing him to call upon Nature for aid and defense.
Modifiers: +10 Stamina, +10 Wisdom

Enchanter: The primary focus of this art can be summed up by the name of the arcane order to which it belongs - enchantment. Spells are crafted to enchant people, places and things. An Enchanter can charm beings and make them fight for a new master, or magically enhance the capabilities of a sword-welding warrior. She even has some proficiency in offensive spells.
Modifiers: +10 Intelligence, +10 Charisma

Magician: The Magician is the summoner of the arcane arts, and can conjure up everything from a loaf of bread to a huge Fire Elemental to fight on his behalf. While not as offensively adept as a Wizard, a Magician still possesses considerable spell power.
Modifiers: +10 Stamina, +10 Intelligence

Monk: The Monk is dedicated to honing her body into a pure weapon, shunning most weapons and forms of armor. She's very religious as well, and the gods are known to bless Monks by magically enhancing their attacks.
Modifiers: +5 Strength, +5 Stamina, +10 Agility, +10 Dexterity

Necromancer: The Necromancer belongs to the dark brotherhood of the arcane arts, dabbling in death. Through evil spells, he can animate dead bodies and skeletons to do his bidding, as well as cast spells to leach life from his victims.
Modifiers: +10 Dexterity, +10 Intelligence

Paladin: A Paladin is a holy knight, fighting for the cause of good in all aspects of life. She shares some Clerical powers and fights nearly as well as a Warrior, and also possesses the innate ability to heal simply by Laying on Hands.
Modifiers: +10 Strength, +5 Stamina, +5 Wisdom, +10 Charisma

Ranger: The Ranger is a hybrid mix between a Warrior and a Druid, sharing the skills of both. He's most at home in the great outdoors.
Modifiers: +5 Strength, +10 Stamina, +10 Agility, +5 Wisdom

Rogue: Falling somewhere between an assassin and a thief, the Rogue belongs to the secretive class of Norrath. She's quite skilled in weaponry, but prefers to make sudden attacks from behind. Shadier skills include Pick Lock and Pick Pockets.
Modifiers: +10 Agility, +10 Dexterity

Shadow Knight: The antithesis of a Paladin, a Shadow Knight derives power from the evil gods he serves. He's part Warrior, part Necromancer and has the innate ability to damage flesh with his Harm Touch.
Modifiers: +10 Strength, +5 Stamina, +10 Intelligence, +5 Charisma

Shaman: Similar to a Cleric, but closer to a tribal witch doctor, the Shaman can be found amongst the more primitive races. Her primary focus is healing, but she can employ many augmentation and offensive spells as well.
Modifiers: +5 Stamina, +10 Wisdom, +5 Charisma

Warrior: A Warrior is a master of armed combat, in all of its forms. He's at home on the battlefield, and is trained to take as much punishment as he doles out. By nature, Warriors have more health points than any other class.
Modifiers: +10 Strength, +10 Stamina, +5 Agility

Wizard: The Wizard is a seeker of knowledge, and her life is spent focusing on this goal. She uses powerful spells to see things from afar and transport them between places. A thirst for arcane knowledge has made her a master of magical translocation, as well as an offensive force of destruction.
Modifiers: +10 Stamina, +10 Intelligence

Step 3 - Allocate Ability Points

Your character has primary and secondary statistics. Primary ones are bright green, and represent abilities most beneficial to your chosen occupation. The others are secondary, which means they still affect you, but aren't quite as important.

The box in the top right corner of the screen shows your bonus ability points. The amount differs by race and/or occupation. You can add these points to any ability - but you should probably add most of them to your green "primary" abilities.

* Click "+" to add a bonus point to an ability.
* Click "-" to remove a bonus point from an ability. (You can't decrease any ability below its starting value, however.)

Agility: Physical agility; affects your probability of being hit in combat, how much damage you take per hit, and how fast you learn some skills.

Charisma: How various factions react to you; affects prices for some merchants. Also affects spell effects for Enchanters and Bards, and helps Bards successfully play more notes.

Dexterity: Coordination; affects how much damage you deliver with a bow/thrown weapon, time between attacks, how fast you learn certain skills, and how often certain spells and weapons hit their mark. Also affects some skills and Bard songs.

Wisdom: Affects how fast you learn specific skills. For a Ranger, Paladin, Cleric, Shaman or Druid, it also affects maximum mana at each level.

Intelligence: Affects how fast you learn many skills. For a Necromancer, Wizard, Magician, Enchanter, Shadow Knight or Bard, it also affects maximum mana at each level.

Stamina: Health and constitution; affects your maximum number of hit points at each level.

Strength: Physical strength; affects how much you can carry, how much melee damage you deliver to a target, and how fast you learn some skills.

Step 4 - Pick a Facial Appearance

To change your character's face, click Set Face just above the picture of your character. Click the arrows to cycle through different facial appearances. To return to the full view of your character, click Accept.

Step 5 - Pick a Name

Either type in a name, or click Get Name to let the computer pick a name for you. You can't use spaces, dashes or special characters (#, ?, etc.).

* Click in the name field and type
* Click Next to proceed

Step 6 - Pick a Deity

The Deity Selection screen displays once you click Next from the Character Creation screen. Depending on your occupation and race, you can either choose from several of 18 specific deities, or remain agnostic (not a follower of any one god, perhaps unwilling to acknowledge their power).

* Click a deity to select it. The name of the god appears in the text to the right.

Here are some generalizations about the followers of each of the available gods.

Bertoxxulous: Lovers of decay and disease; dedicated to spreading both.

Brell Serilis: Choose to inhabit the underground; generally a bit solitary.

Bristlebane Fizzlethorpe: True believers of fun and mischief; doctrine disregards trust and honesty.

Cazic-Thule: Followers are ruled by fear; hate, cruelty and torture abound.

Erolissi Marr: Defend justice and innocence; love always overcomes hate.

Innoruuk: Fervid proponents of hate; no loyalty exists between followers, and all that is Good is weak.

Karana: Disciples of rain; respectful of the power of weather in the woodlands.

Mithaniel Marr: Seek courage, honor and good; leave frivolousness to others.

Prexus: Watchguards of the water; doctrine upholds that this deity will one day wash away all of Norrath.

Quellious: Masters of inner peace and enlightenment; knowing one's true self will help bring peace to Norrath.

Rallos Zek: Warriors to the end; emphasizes survival of the strong and the true value of conflict.

Rodcet Nife: Selfless servants to the weak and diseased; preaches healing and cleansing as one's life work.

Solusek Ro: Devoted followers of all things aflame; aggressive and purposeful in all that they do.

The Tribunal: Bringers of justice; the world is black-and-white, and all wrongs deserve an even revenge.

Tunare: Trustees of Nature; the land Norrath is to be protected at all costs.

Veeshan: Worshippers and servants of all Dragonkind; doctrine calls for sacrifice and dedication.

Step 7 - Pick a Starting City

The world of Norrath is populated with many cities, but not all are friendly to all races, occupations and beliefs. Race is the primary factor that determines your starting city - you'll always be able to start in at least one of the cities listed in Race. However, choosing a certain deity or occupation may affect your starting city.

You can start from any city with a yellow or white name. (You may be able to choose between two or more cities, or you might only have a single option.) The currently selected city's name is yellow; cities you cannot start from are faded out.

* Click a city to select it (you may or may not have more than one choice)
* Click Next twice to return to the Character Selection screen

Tip: If you're planning on playing with your friends in a new city, make sure everyone has a compatible race, class and deity.
4.8 Server Selection
Choosing a server is one of the first decisions you must make when you enter EverQuest. Though it is true that many people who have friends in game will choose the server where their friends are, it is generally recommended that unconnected people choose the least populated server for play.

There are also special servers with different rules from those of the majority of our servers. New players will want to take care before choosing to play on these servers, and read the rules for them before starting. Each server has a different theme and should you choose to play on one, the following information should be considered.

The Rallos Zek Server (PvP)

The Rallos Zek Server is the oldest PvP server in EverQuest. On this server, everyone has the ability to attack each other subject to a 4 level limit. For instance, a level 45 person may attack or be attacked by anyone from level 41 through 49.

In the event that you kill or are killed by another player on this server, the loot rules are "Coin + 1 item". You may loot (or have looted from you) all coin on the corpse, plus an item. Items in bags, in a melee slot (primary, secondary, ranged, or ammo), or item marked NODROP may not be looted.

The Vallon/Tallon Zek Servers (PvP Teams, Coin Only)

The Vallon/Tallon Zek Servers is what we call PvP-Teams servers. Only races on opposing teams may attack, kill, or loot each other.; The four teams are:

Dark Races - Comprised of Iksar, Dark Elves, Ogres, and Trolls
Short Races - Comprised of Dwarves, Halflings, and Gnomes.
Elven Races - Comprised of Half Elves, Wood Elves, and High Elves.
Human Races - Comprised of Humans, Erudites, and Barbarians.

Anyone on one team may engage in PvP combat with anyone on any of the other three teams subject to an 8 level limit. For instance, a level 42 person can attack or be attacked by anyone between level 34 and 50, assuming that they are on opposing teams.

The loot rules on these servers differ from Rallos Zek. Only coin may be looted from a fallen opponent.

The Sullon Zek Server (Deity based team PvP)

The Sullon Zek server is a new server with a new rule set. The rules for this server are very different than those on any other EverQuest server. In general the server is based on the concept of a PvP teams server, like Tallon and Vallon Zek, but with the teams chosen based on which god the character worships rather than the race of the character.

Sullon Zek rules:

1. Player v. Player (PvP) combat can occur between any characters that are not on the same team, regardless of level. A level 50 character can attack and kill a level 6 character if that character is not a member of his alliance. But rules 2 and 3 apply.

2. Characters will be immune to PvP combat until they have gained enough strength to survive the struggle. Characters below 6th level are not able to participate in PvP combat, unless they stray from city and newbie zones. As soon as a character 'dings' into 6th level he or she will become PvP enabled.

3. Characters will lose experience when killed in PvP combat if the character that killed them is within 5 levels. The amount of experience lost will be the same amount that is lost if that character is killed by an NPC. Your corpse can be resurrected by a cleric to partially restore lost experience.

4. Characters will only be able to loot coins from other characters, and then only if the victim was within 5 levels of the killer. Only the character getting the killing blow will be able to loot the corpse.

5. Players may only have one character at a time on this server. This means that you will have to delete the existing character in order to create a new one. Because we are introducing a new class and a new race with the release of Shadows of Luclin we plan to make allowances at that time for those that wish to explore these new characters.

6. Characters will not be able to group with anyone that is not on their Deity Team.

7. Characters will not be able to invite someone to join their guild that is not on their Deity Team.

8. Combat skills' effective value is capped at 2 levels above a players current level.

9. Resistance debuff spells have a 50% increased effectiveness against player characters.

10. /consider returns only three kinds of results when used against player characters. 'Green' means that the character is below your range. 'White' or 'black' means that the character is within your range. 'Red' means that they are above your range. 'In range' means +/- 5 levels.

11. /consider will also display a message indicating what team the target is on. Members of your own team will be displayed as an 'ally'.

12. Faction hits for PvP will be taken for killing characters within their racial home towns. Killing a human in any human starting city will cause a faction loss with the locals. Freeport, Qeynos and Surefall Glade are considered starting cities for humans. All of Greater Faydark and Felwithe are considered the starting city for all elves (high elves and wood elves), except dark elves. Paineel and Erudin are both starting cities for erudites, and killing one in either city (regardless of their place of origin) will result in a faction loss with that city. Other cities are not considered home towns, despite being run and controlled by a certain race. For example, HighHold is not a human home town. Thurgadin is not a dwarven home town.

13. Rules such as the Play Nice Policy do not apply to this server. Characters have the ability on this server to deal with their conflicts through combat. Causing experience loss by 'training' NPCs on other characters is not an offense that would warrant a warning this server. HOWEVER: All rules regarding general decency still apply. Cursing, threats and other such things will be dealt with sternly, and are still unacceptable behavior on any PvP server.

14. Beneficial effects can not be used on members of another team.

15. No character will be able to bind in dungeon zones.

16. 'Buff' spells will not affect characters more than 20 levels lower than the spell level. Existing spell restrictions on spells over 50th level will supercede this rule.

17. There will be 'insignia' dropped on the corpses of characters over 20th level that are killed by another character. We plan to allow those to be turned in for a reward of some sort. What that reward will be is undetermined at this time, but we are leaning towards a team reward rather than a personal reward.

18. Naked corpses will disappear when looted by a player character. If you are naked and killed by a player character, your corpse will disappear when it is looted.

The 'Teams':

The Good Alliance consists of: Erollisi Marr, Mithaniel Marr, Rodcet Nife, Quellious, Tunare
The Evil Alliance consists of: Bertoxxulous, Cazic Thule, Innoruuk, Rallos Zek
The Neutral Alliance consists of: Brell Serilis, Bristlebane, Karana, Prexus, Solusek Ro, The Tribunal, Veeshan.

There are no Agnostics on Sullon Zek. With the new influence of the gods, those that had not declared for one deity or another have been killed. Everyone now worships a deity, if not out of respect, love or fear of the god, then out of fear for their lives at the hands of fanatics.
Barbarian Shaman and Warriors can choose to worship Mithaniel Marr. Mithaniel Marr was unwilling to abandon all of the noble barbarians that served the good, and many declared themselves in favor of an alliance with Good.

Monks will be able to worship Veeshan. The Temple in Qeynos has discovered some ancient writings that opened up new avenues.

We will be including a method for the Good and Neutral teams to use Summon Corpse or something similar.

Firiona Vie (a roleplayint preferred server)

The Firiona Vie server is a roleplaying preferred server. To motivate players to take advantage of the roleplaying atmosphere, the following feature list was implemented.

This is a PvE (Player vs. Environment) server, NOT a PvP (Player vs. Player) server. In other words, it's a standard "blue" server with the same rules and features regarding PvP as the vast majority of our servers. it is not one of teh "Zeks".

* Beneficial buff spells will not work on characters 20 levels lower than the caster.

* The Common language will not exist. A Human language will be added and only made easily available to certain races.

* Only one character can be created on each account.

* The Trivial Loot Code will be in effect in all zones.

* Very few items will be No-Drop. Exceptions will include things such as newbie notes and epic weapons.

* Bind Affinity will be restricted for all characters to locations where melee characters can bind on other servers.

* Trivial Loot Code *

Briefly, the Trivial Loot Code works like this: If a character kills an NPC and that NPC does not give them experience, then the Trivial Loot Code takes effect. This can happen when either a member of your group is too high in level to receive experience from killing the monster, or when a member of your group is outside of the level range of the group for receiving experience from the kill. If any member of a group does not get experience for a kill, the Trivial Loot Code will take effect. The Trivial Loot Code prevents magical, lore and no-drop items from appearing on the corpse. Normal items and coins will appear on the corpse in all cases as usual.

Antonius Bayle

Antonius Bayle is physically located in the United Kingdom. The rules for this server are the standard rules for an EverQuest server. The only difference is its location. If you live in Europe you might want to try playing on this server to see if it can provide you a better connection.

Kane Bayle

Kane Bayle is physically located in Amsterdam. The rules for this server are the standard rules for an EverQuest server. The only difference is its location. If you live in Europe you might want to try playing on this server to see if it can provide you a better connection.

The Test Server

The Test Server is a server maintained for testing new ideas, spells, NPCs, zones and many other new concepts. You can access the Test Server by running the testeverquest.exe file located in your EverQuest directory.

Because this is a functioning test server, you may find that you are downloading patches frequently from this server. If you play on a standard server, you may also have to patch files from those servers to play there to replace files altered by the Test Server patch process.

If you plan to play on the Test Server, please read the following disclaimer.

Test Server Disclaimer

Playing on the Test server will give users an opportunity to experience changes firsthand before they are made available to the live world servers. However, it should be noted that due to frequent changes and revisions, enhancements made to the Test server will not necessarily make it to the live servers. In addition, the Test server has NO official Game Master support, therefore, if an item(s) is lost due to a bug, server outage, or any other reason, there will be NO reimbursement for the lost goods. It should also be noted that due to the nature of testing, the Test server may be brought down at anytime, without notice. Finally, it may be necessary from time to time to execute character and/or equipment wipes in order to maintain the integrity of the test platform.
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