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EverQuest Gameplay

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Many of the elements from EverQuest have been drawn from text-based MUD (multi-user dungeon) games, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons.
In EverQuest, players create a character (also known as an avatar, or colloquially as char, charrie or toon) by selecting one of 16 "races" in the game, which range from elves, dwarves and ogres of fantasy, to humans, to cat-people (Vah Shir) and lizard-people (Iksar). Players also select each character's adventuring occupation (such as a wizard, ranger, or cleric - called a class¡ªsee below for particulars), and patron deity.
Players use their character to explore the fantasy world of Norrath, fight monsters and enemies for treasure and experience points, and master trade skills. As they progress, players advance in level, gaining power, prestige, spells, and abilities through actions such as looting the remains of defeated enemies and doing quests (tasks and adventures given by non-player characters (NPCs) in which a reward is given upon success).
EverQuest also allows players to interact with other players through role-play, joining player guilds, and dueling other players (in restricted situations¡ªEQ only allows Player versus Player (PVP) combat on the PvP-specific server).
The geography of the game universe consists of nearly four hundred zones.
Multiple instances of the world exist on various servers. In the past, game server populations were visible during log-in, and showed peaks of more than 3000 players per server.
Classes
The fourteen classes of the original 1999 version of EverQuest were later expanded to include the Beastlord and Berserker classes with the Shadows of Luclin (2001) and Gates of Discord (2004) expansions, respectively.
The classes can be grouped into those that share similar characteristics that allow them to play certain types of roles within the game when grouped with others. One way of grouping classes is described below.
Tank classes
"Tank" classes are those that have high numbers of "health points" for their level and can wear heavy armor. They also have the ability to taunt enemies into focusing on them, rather than other party members who may be more susceptible to damage and death.
 

  • Warrior: the prototypical tank class, able to avoid and mitigate more damage than any other class. In a way, this is offset by their inability to cast spells.
     
  • Shadow Knight: a durable tank class; this Warrior/Necromancer hybrid has vampiric and damage-over-time spells. Shadow Knights also have the unique ability to Harm Touch (do direct damage) every 72 minutes, the power of which increases in absolute terms but decreases relative to enemies' hit points as a player levels up. At higher levels, Shadow Knights are able to summon a weak pet, summon players' corpses who are in the same zone as them, and are able to feign death. The feign death ability allows the Shadow Knight to function as a "puller" for a group.
     
  • Paladin: the "good" counterpart to the Shadow Knight, a Paladin is a hybrid Warrior/Cleric. They are able to Lay on Hands (heal themselves or another player) once every 72 minutes. At higher levels, paladins also receive some resurrection spells. Paladins are tough in melee, with some healing, protective, and stun spells. At mid-range levels, they have a "pacify" line of spells that allows them to function as a "puller" for a group.
    Damage dealers
    The following classes are able to produce large quantities of damage to the enemy in a short period of time. Within the game, these classes are often referred to as 'DPS' standing for Damage Per Second.
    The melee damage dealers have a medium number of hit points per level, but cannot wear the heaviest armors and are less likely than a "tank" class to be able to survive direct attacks for a sustained period of time.
     
  • Beastlord: The Beastlord is a unique class which combines some powers from the Monk and Shaman classes along with a powerful pet. Beastlords can imbue their pets with powers and combat enemies with hand-to-hand skills or with weapons. They can also "de-buff" enemies with spells, and possess modest healing abilities. This diverse array of skills allows Beastlords to be effective solo adventurers at many levels as well as handy in a group setting.
     
  • Berserker: A specialist form of the melee type, the Berserker is primarily a medium-armored, high-damage dealer that uses two-handed weapons and who can hurl axes and other thrown objects.
     
  • Monk: As masters of martial arts, Monks are the hand-to-hand fighting experts and are a powerful melee damage-dealer. Monks have the ability to feign death with a high degree of reliability and other skills that enable them to be a strong "pulling" class.
     
  • Ranger: A versatile hybrid class combining some of a Warrior's ability with a Druid's spells, Rangers are able to deal large amounts of damage both from a ranged distance and in melee. Their most unusual ability is to track unseen NPCs, for which they can be used as "pullers" in outdoor zones. Rangers also have the ability to "taunt" and in casual play can sometimes play the role of "tank".
     
  • Rogue: With their backstab ability, Rogues are able to inflict the highest rate of damage of any of the classes, if they are in a party that can keep the opponent facing away from the Rogue. Rogues also have the ability to make poisons, pick pockets, and pick locks. Their abilities to sneak and hide allow them to walk past both living and undead mobs without being seen.
    The "caster" classes have the lowest hit points per level and can only utilize the lightest of armors.
     
  • Wizard: The primary nuking class; these casters are able to deal catastrophic damage to enemies over a very short time, particularly with their Manaburn skill. Wizards also have transportation spells that facilitate group travel to particular locations. One of four classes able to make spells using the spell research trade skill.
     
  • Magician: Usually referred to as Mages, Magicians are similar to the Wizard class but with somewhat less power. They are able to summon strong elemental pets (which they rely heavily upon), pet armor and weapons, food, drink, and mod rods, which allow players to convert their health into mana. Magicians can also summon party members to different parts of a zone with the Call of the Hero spell, which can be helpful in raid zones. One of four classes able to make spells using the spell research trade skill.
     
  • Necromancer: These masters of death are able to summon powerful undead pets and use a large variety of poison and disease-based damage-over-time spells. Necromancers are able to feign death, snare enemies, and summon players' corpses in-zone. They have a combination of skills and abilities, most notably the ability to snare (make an enemy run slowly) and fear (run in the opposite direction) that allows them to function as an effective solo class. One of four classes able to make spells using the spell research trade skill.
    Crowd control / utility
    These classes share the ability to restrain multiple enemies from attacking the party and also have the ability to increase party members' ability to regenerate mana at a faster rate.
     
  • Enchanter: A caster class that has few hit points per level and can wear only the lightest forms of armor, Enchanters are crowd control experts and are the most proficient class at Charming, Stunning, and Mesmerizing enemies. They have the ability to Memory Blur an opponent (causing them to forget they were being attacked) or Pacify an opponent (making them oblivious to antagonists in the area), both of which may be extremely useful in avoiding unwanted skirmishes. Enchanters also have a wide range of utility spells, including the Clarity (AKA "crack") line of spells, which when cast on a player allows them to regenerate mana at an improved rate. In addition to being able to both increase players' rate of attack (with the Haste line of spells), and Slowing that of enemies, Enchanters may also cast Illusions on themselves and others, which may have no real benefit (other than conferring a new look) or may grant tangible benefits such as underwater breathing, flight, or a vampiric touch. Lastly, Enchanters possess the unique Rune line of spells, which creates a magical protective buffer against all forms of damage until it is has worn down. This class is also uniquely suited for the jewelcraft trade, because it is the only class able to enchant metals. It is also one of the four classes able to make spells using the spell research trade skill.
     
  • Bard: a jack-of-all-trades class with fair melee ability, good armor, and the ability to play songs that benefit all nearby comrades, such as "crowd control" effects as well as mana and health regeneration. Bards do possess the unique ability to 'fade' from their enemies memories. This makes the bard an excellent pulling class. Bards possess lesser versions of many of the special abilities of other classes. They are known for their ability to increase the movement speed of their party faster than any mount or movement buff. Bards can weave the effects of up to four songs at once to confer the greatest advantage to their group. Bards themselves often do not receive the full benefit of their songs, but they can still be an effective solo class at many levels, especially with their strong "kiting" proficiency.
    Healers
    The "priest" classes have medium level of hit points per level and have access to healing and "buff" spells.
     
  • Cleric: The most powerful healer in the game, and for the first few years of EverQuest, the only class capable of resurrection and the powerful spell Complete Heal. Clerics can wear the heaviest plate-mail type armors.
     
  • Druid: A priest class that can cast healing spells, teleport, snare (slow down) enemies, and cast moderately powerful nuking and damage-over-time spells. The range of abilities allows druids to play multiple roles in a group or to solo effectively. Druids may only wear "leather class" armors. Druids also have a number of transportation spells that allow speedy movement throughout much of the gaming world. Their combined tracking and foraging skills make them excellent trade-skillers, in terms of finding various components necessary for baking, tailoring, brewing, tailoring and the like.
     
  • Shaman: As a priest class, they have access to healing and many lines of "buff" spells. Shaman possess strong damage-over-time spells, and are able to slow an enemy's rate of attack. Shamans, or "Shammies" may cannibalize their health to restore mana and may wear "chain mail" levels of armor. Because of the range of Shaman's spells, they are sometimes considered a "utility" class. Shamans are the only class able to make potions with the Alchemy skill.
    Deities
    There are several deities in EverQuest who each have a certain area of responsibility and play a role in the "backstory" of the game setting. A wide array of armor and weapons are also deity-tied, making it possible for only those who worship that deity to wear/equip them. Additionally, deities determine, to some extent, where characters may and may not go without being killed on sight.
    Zones
    The EverQuest universe is divided into "more than 375" . zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence. One of the most popular zones in the game is the Plane of Knowledge, one of the few zones in which all races and classes can coexist harmoniously without interference. The Plane of Knowledge is also home to portals to many other zones, including portals to other planes and to the outskirts of nearly every starting city.
    Social dynamics
    Powerful enemies such as this named genie, Lord Doljonijiarnimorinar, require players working together as a group.
    Generally speaking, gameplay in EverQuest can be divided loosely into: adventuring - questing or gaining experience and loot, trading with other players, social interaction with other players, and tradeskilling - making game items using tradeskills.
    Adventuring can be done alone (soloing); by forming or joining a group (grouping) with 1 to 5 other characters; or by forming or joining a raid (raiding) with as many characters as a zone can support.
    At low levels, all classes have the capacity to solo. At higher levels only certain classes are widely popular for gaining experience by soloing. While some parts of EverQuest can be experienced without the help of other players, much of EQ has been designed to strongly encourage or require grouping. In these cases, a single character within the "design intent" level range for the encounter must often be twinked with equipment or have spell enhancements (buffs) to succeed easily, or at all.
    A group (or "party") may form to adventure, trade, or simply socialize. While any combination of classes can form a group, an adventuring group will often consist of a "tank", a "healer", one or more "damage dealers", someone to do "crowd control" and someone to bring the mobs to the group. The last role is called "pulling", and is a tactic used quite often when it is more effective to place the bulk of the group in a "safe", or at least "controlled", location. While a character of any class may "pull", this role is frequently held by a Monk, Shadow Knight or Paladin. A Ranger or Druid using the tracking ability is sometimes especially effective, particularly outdoors. Other groupings can also be effective. Especially popular is Duoing with healer/tank (or at least healer/melee) tandems.
    Most parts of the game can be completed with a single group, but some of the most challenging and rewarding (especially in terms of loot) encounters require players to raid. Any number of characters may take part in a raid. EQ's "Raid Window" will only allow 72 participants to directly share in raid experience and automatic raid loot rules. The upper limit for a given raid may be imposed by: the maximum number allowed in the "Raid Window", the maximum number of characters allowed in certain instanced zones, the maximum number the raid leaders can manage, or the maximum number that can be present without causing the zone or the players' computers to crash. The design of encounters in expansions have changed resulting in raid tactics that have become more and more involved.
    While "groups" and "raids" are temporary gatherings of players, "guilds" are associations that last beyond a single play session. Guilds are initially formed via an application process to SOE. Guilds may have widely varying goals. Each guild member can communicate with all (and only) other members at once using the GUILD chat channel. A character's guild affiliation appears with the character name when viewed in game. In some instances they are little more than a loose configuration of players who wish to be able to communicate easily. At the other end of the spectrum are Guilds that concentrate on tackling challenging raid dungeons and boss monsters. Such "Raid Guilds" may require members to commit up to five to eight hours per day to the game, up to seven days a week.
    Gameplay jargon
    As shown above (grouping, soloing, raiding, pulling, etc.), EverQuest has its own jargon.
    Abbreviations and acronyms also aid, or at least shorten, communication among players. Examples include SoW ("Spirit of Wolf" -a popular spell which accelerates run or walk speed), KEI (an acronym for "Koadic's Endless Intellect" - another popular spell which accelerates mana regeneration), PoK (Plane of Knowledge - a major "crossroads" zone for travelers), and "rez" (Resurrect - any of several spells or abilities cast on a corpse to summon the player to it, often restoring lost experience points).
    EQ also has its own slang. "Crack" or "mind candy" refers to mana regeneration spells such as Clarity or KEI. Another such term, used as a verb or noun, is nerf. This may be a reference to Nerf-brand swords being harmless, or to a Nerf-brand bat hurting but doing no damage. Players use the term to refer to a skill, spell, or piece of equipment that had its game-play utility reduced dramatically by game changes, or to the act of making the change. Nerf has also been used to refer to a zone, quest or encounter that has been made easier, or to a piece of gear that has been made easier to get or more common. The term was backronymed to mean "New Enhancement Reduces Fun" or "Not Even Remotely Fair" or "Never Ending Reduction of Functionality".
    A number of terms have been popularized by players of EverQuest and passed to other MMORPGs. One is the habit of calling monsters MOBs or mobs and stems from old text-based MUDs' use of the term rather than from the normal English definition (a disorderly crowd). Other terms, while coined in EverQuest, have also migrated to other MMORPGs. Two examples Proc and Farm are credited as coming to WoW from EQ. Other terms have made their way into EQ from other games, such as the term Zerging from the computer game StarCraft¡ªused when a raid's main strategy is to overwhelm an enemy by sheer force of numbers.
    While mostly consistent throughout the entire EQ community, there are also some differences in jargon between servers, and between the Asian, European and American gaming communities. For example, KEI is known on some servers as C3 (it is the third version of Clarity). In-game chat may prove quite impenetrable to anyone who has not played EQ extensively.

     



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