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In the game, players explore a [[J.R.R. Tolkien|Tolkienesque]] fantasy world of [[sword and sorcery]], fighting monsters and enemies for treasure and [[experience point]]s and interacting with other players. As they progress, players advance in level, gaining power, prestige and abilities. Players can also procure powerful items for their characters in a variety of ways: through slaying monsters (and then [[Looting (Gaming)|looting]] whatever items they were carrying), doing "quests" (tasks and adventures given by non-player characters ( [[NPCs]] ) in which a reward is given upon success), or by gathering raw materials and then fashioning them, via numerous trade skills such as tailoring or blacksmithing, into useful (or not-so-useful, but nevertheless fun) items. In structure and rules, the game is a direct descendant of the famed ''[[Dungeons & Dragons]]'' role-playing game. Many of the elements from ''EverQuest'' have also been drawn from text-based [[MUD]] (multi-user dungeon) games, especially [[DikuMUD]].
In the game, players explore a [[J.R.R. Tolkien|Tolkienesque]] fantasy world of [[sword and sorcery]], fighting monsters and enemies for treasure and [[experience point]]s and interacting with other players. As they progress, players advance in level, gaining power, prestige and abilities. Players can also procure powerful items for their characters in a variety of ways: through slaying monsters (and then [[Looting (Gaming)|looting]] whatever items they were carrying), doing "quests" (tasks and adventures given by non-player characters ( [[NPCs]] ) in which a reward is given upon success), or by gathering raw materials and then fashioning them, via numerous trade skills such as tailoring or blacksmithing, into useful (or not-so-useful, but nevertheless fun) items. In structure and rules, the game is a direct descendant of the famed ''[[Dungeons & Dragons]]'' role-playing game. Many of the elements from ''EverQuest'' have also been drawn from text-based [[MUD]] (multi-user dungeon) games, especially [[DikuMUD]].


The game features a rich 3D environment set in the fictional world of Norrath, its moon Luclin and alternate planes of reality. The geography of the [[EverQuest universe|''EverQuest'' universe]] is vast—few have visited all of the 233 [[Zones of EverQuest| zones]]. Multiple instances of the world exist on various ''servers'', each one hosting between 1000 and 3000 simultaneous players online during peak times. After selecting a server, a player can create multiple characters by choosing from a variety of classes and races (e.g., humans, gnomes, trolls, halflings, elves, etc.). The main aspect of [[gameplay]] involves grouping with fellow players to kill [[monster]]s for experience and gear. Beyond that, a player can explore the large world, socialize, [[role-play]], join [[Everquest player guilds | player guilds]], master [[EverQuest trade skills | trade skills]], and duel other players (in restricted situations — EQ only allows [[player versus player]] (PvP) combat on the [[EverQuest special servers|PvP-specific server]], in designated arenas, or in a consensual duel in a limited number of locations.
game features a rich 3D environment set in the fictional world of Norrath, its moon Luclin and alternate planes of reality. The geography of the [[EverQuest universe|''EverQuest'' universe]] is vast—few have visited all of the 233 [[Zones of EverQuest| zones]]. Multiple instances of the world exist on various ''servers'', each one hosting between 1000 and 3000 simultaneous players online during peak times. After selecting a server, a player can create multiple characters by choosing from a variety of classes and races (e.g., humans, gnomes, trolls, halflings, elves, etc.). The main aspect of [[gameplay]] involves grouping with fellow players to kill [[monster]]s for experience and gear. Beyond that, a player can explore the large world, socialize, [[role-play]], join [[Everquest player guilds | player guilds]], master [[EverQuest trade skills | trade skills]], and duel other players (in restricted situations — EQ only allows [[player versus player]] (PvP) combat on the [[EverQuest special servers|PvP-specific server]], in designated arenas, or in a consensual duel in a limited number of locations.


While some parts of ''EverQuest'' can be experienced alone, without the help of other players, EQ generally remains a very group-centric game. A single character will be unable to complete many of the encounters in ''EverQuest''. Most parts of the game can be completed with small groups of up to six or so people, but the most challenging (and rewarding) encounters require the cooperation of many players, possibly totalling 72 players, although the trend in recent [[expansions]] tends towards 54 as a maximum. A large force of gamers gathered together to perform one task, is referred to as a "raid". Normally the number of players range from 36 to 72, limiting factors being the maximum number of people allowed in a "raid window" (72) and the maximum number of people allowed in certain [[Instance dungeon|instanced zones]] in more recent expansions. [[Zerging]] is when a raid's main strategy is to overwhelm an enemy by sheer force of numbers. As ''EverQuest'' has aged, tactics have become more and more involved. Some of the most complex 'modern' [[raid]] events can take a very experienced guild as many as a hundred tries to beat.
While some parts of ''EverQuest'' can be experienced alone, without the help of other players, EQ generally remains a very group-centric game. A single character will be unable to complete many of the encounters in ''EverQuest''. Most parts of the game can be completed with small groups of up to six or so people, but the most challenging (and rewarding) encounters require the cooperation of many players, possibly totalling 72 players, although the trend in recent [[expansions]] tends towards 54 as a maximum. A large force of gamers gathered together to perform one task, is referred to as a "raid". Normally the number of players range from 36 to 72, limiting factors being the maximum number of people allowed in a "raid window" (72) and the maximum number of people allowed in certain [[Instance dungeon|instanced zones]] in more recent expansions. [[Zerging]] is when a raid's main strategy is to overwhelm an enemy by sheer force of numbers. As ''EverQuest'' has aged, tactics have become more and more involved. Some of the most complex 'modern' [[raid]] events can take a very experienced guild as many as a hundred tries to beat.

Revision as of 00:05, 28 August 2005

EverQuest
EverQuest box art.
EverQuest box art.
Developer(s)Sony Online Entertainment
Publisher(s)Sony Online Entertainment
Platform(s)Windows, Mac OS X
ReleaseMarch 16, 1999
Genre(s)MMORPG
Mode(s)Multiplayer

EverQuest (EQ) is a 3D fantasy massively multiplayer online role-playing game (MMORPG) released in March 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost. It was developed by Verant Interactive (which had recently parted from 989 Studios) and published by Sony Online Entertainment (SOE). SOE runs and distributes EverQuest currently.

To play, one must initially pay for the game software and then pay a recurring monthly fee; a free trial is also available for those who wish to experience the game before paying. EverQuest was the most popular MMORPG outside of Asia from 1999 to around 2004, claiming nearly a half-million paying subscribers. EQ has frequently been cited as popularizing the MMORPG genre based on its success and mainstream media attention, which often noted its controversial aspects. It has had numerous expansion packs, a sequel, and other spin-off products.

Overview

In the game, players explore a Tolkienesque fantasy world of sword and sorcery, fighting monsters and enemies for treasure and experience points and interacting with other players. As they progress, players advance in level, gaining power, prestige and abilities. Players can also procure powerful items for their characters in a variety of ways: through slaying monsters (and then looting whatever items they were carrying), doing "quests" (tasks and adventures given by non-player characters ( NPCs ) in which a reward is given upon success), or by gathering raw materials and then fashioning them, via numerous trade skills such as tailoring or blacksmithing, into useful (or not-so-useful, but nevertheless fun) items. In structure and rules, the game is a direct descendant of the famed Dungeons & Dragons role-playing game. Many of the elements from EverQuest have also been drawn from text-based MUD (multi-user dungeon) games, especially DikuMUD.

game features a rich 3D environment set in the fictional world of Norrath, its moon Luclin and alternate planes of reality. The geography of the EverQuest universe is vast—few have visited all of the 233  zones. Multiple instances of the world exist on various servers, each one hosting between 1000 and 3000 simultaneous players online during peak times. After selecting a server, a player can create multiple characters by choosing from a variety of classes and races (e.g., humans, gnomes, trolls, halflings, elves, etc.). The main aspect of gameplay involves grouping with fellow players to kill monsters for experience and gear. Beyond that, a player can explore the large world, socialize, role-play, join  player guilds, master  trade skills, and duel other players (in restricted situations — EQ only allows player versus player (PvP) combat on the PvP-specific server, in designated arenas, or in a consensual duel in a limited number of locations.

While some parts of EverQuest can be experienced alone, without the help of other players, EQ generally remains a very group-centric game. A single character will be unable to complete many of the encounters in EverQuest. Most parts of the game can be completed with small groups of up to six or so people, but the most challenging (and rewarding) encounters require the cooperation of many players, possibly totalling 72 players, although the trend in recent expansions tends towards 54 as a maximum. A large force of gamers gathered together to perform one task, is referred to as a "raid". Normally the number of players range from 36 to 72, limiting factors being the maximum number of people allowed in a "raid window" (72) and the maximum number of people allowed in certain instanced zones in more recent expansions. Zerging is when a raid's main strategy is to overwhelm an enemy by sheer force of numbers. As EverQuest has aged, tactics have become more and more involved. Some of the most complex 'modern' raid events can take a very experienced guild as many as a hundred tries to beat.

Development

While the original concept is credited to Brad McQuaid, Steve Clover, and Bill Trost, much of the actual design was done by Brian Canary, Ryan Palacio, Roger Uzun and Geoffrey "GZ" Zatkin. Many other people have worked on EQ's design through the many updates and expansion packs that have been released as the service has operated continually since 1999.

989 Studios funded development and initially published the game, before Verant Interactive took management after 989 Studios unilaterally canceled all of its PC projects. Sony Online Entertainment later purchased Verant, and SOE runs and distributes EverQuest currently.

File:EverQuest - The Temple of Solusek Ro.jpg
The Temple of Solusek Ro was added as a free download in October 1999.

EverQuest launched with some technical difficulties on March 16, 1999 but quickly became successful. By the end of the year, it had surpassed the leading competitor, Ultima Online in number of subscriptions. Numbers continued rising at a steady rate until mid-2001 when growth slowed. As of 2004, Sony reports subscription numbers close to 450,000.

Zones

The EverQuest universe is divided into more than 200 zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence.

Controversies and social issues

EverQuest has lived through its share of controversy, much of it shared by the entire MMORPG genre. One example involves the sale of in-game objects for real currency (often through eBay). The developers of EQ have always forbidden the practice and in January 2001 asked eBay to stop listing such auctions. For a time, such auctions were immediately removed, which created market conditions that allowed a number of upstart auction sites to specialize in this new virtual economy. The game has always had problems with exploiting, cheating, and hacking. Patches have stopped some of the most serious cheats, but controversy also surrounds SOE's policies, once seen as heavy-handed and subjective, now generally perceived as lighter than deserved in many instances. Changes in management have caused changes in company-to-customer representatives who defend or promote said policies. Gordon Wrinn ("Abashi") was the spokesperson of Verant, followed by Alan VanCouvering ("Absor") for SOE; a team now presents plans to the players. Critics of EQ's overall design deride it as "simplistic", and this has led to a satirical game called Progress Quest to appear on the Internet. Some gamers have nicknamed it "LevelQuest", implying that the purpose of the game is to only acquire levels. Monotonous in-game-activities are referred to as timesinks.

The game is renowned and berated (by some psychologists specializing in computer addiction) for its addictive qualities. Many refer to it half-jokingly as "NeverRest" and "EverCrack" (a reference to crack cocaine). EQ is very time-consuming for many people, and there have been some well-publicized suicides of EverQuest users, such as that of Shawn Woolley. Relationships broken because of obsessive playing resulted in the creation of an online support group called EverQuest Widows and sites like GamerWidow.com. The capacity of the game to absorb time and money, and to distract players from a possibly-dull life on the other side of the screen, are appealing features to its users. However, the same could be said for any other addictive and obsessive activity. An infamous rant titled EQ: What You Really Get From An Online Game appeared on Slashdot in 2002, and brought this issue of EverQuest addiction to the forefront of many message boards across the Internet.

The sociological aspects of EverQuest (and other MMORPGs) are further explored in a series of online studies on a site known as "the HUB". The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.

Real world economics

EverQuest has many in-game items that are hard to produce and/or to find, and most can be traded among players via the game's currency (platinum pieces). Because these items are also sold on eBay, an actual exchange rate between platinum pieces and real life dollars can be calculated. This led some economists, among them Edward Castronova, to study the economics of EverQuest and other MMORPGs. The researchers discovered, to their surprise, that EQ's money was in fact more valuable than the Yen (although this is no longer the case; there are now about 2900 platinum to a U.S. dollar which is worth about 113 Yen), and its GDP per capita is higher than that of China and India.

This led some gamers to start playing professionally, as after some hours of play they could earn income by selling off in-game items. Black Snow Interactive was founded as a company that created characters, leveled them to make them powerful, and then resold the characters. After some time, the firm moved to Mexico, as the salaries for Mexican players are far less. Other firms, such as the Gaming Open Market, specialized in exchanging money between games. A player could exchange a house in The Sims Online for EverQuest platinum pieces, depending solely on market laws of supply and demand.


Sony officially discouraged the payment of real-world money for online goods until April 2005, when they announced a new Station Exchange program. The program, currently in development, will facilitate buying in-game items for real money from fellow players for a nominal fee. At this point these plans only apply to some new EverQuest II servers; none of the currently existing EverQuest II or EverQuest servers are supposed to be affected. [1]

While Sony's official stance on EverQuest is still against real market transactions, any real enforcement of this faded years ago. It is now common to encounter an account on its second or third owner, especially in the higher end game.

EverQuest expansions

There have been several expansions to the original game since release. Expansions are purchased separately and add significant content to the game (for example, new races, classes, continents, quests, and equipment). Additionally, the game is updated regularly through downloadable patches. The EQ expansions to date:

File:EverQuest - East Commonlands tunnel.jpg
The East Commonlands tunnel was the most frequently used area for trading on most servers before the Bazaar was added in The Shadows of Luclin.
  1. The Ruins of Kunark (March 2000)
  2. The Scars of Velious (December 2000)
  3. The Shadows of Luclin (December 2001)
  4. The Planes of Power (October 2002)
  5. The Legacy of Ykesha (March 2003)
  6. Lost Dungeons of Norrath (September 2003)
  7. Gates of Discord (February 2004)
  8. Omens of War (September 2004)
  9. Dragons of Norrath (February 2005)
  10. Depths of Darkhollow (Announced for September 2005)

See also: EverQuest timeline

There are many spin-off products from EverQuest. Several servers have been introduced with alternate rule-sets, including one which allows player killing, another that has a set of rules more friendly to role-playing, and a premium Legends server (for a premium price). EverQuest Online Adventures, released in February 2003, is an MMORPG for the PlayStation 2 console. EverQuest II, a sequel to EverQuest, was launched in November 2004. Champions of Norrath, the d20 tabletop RPG EverQuest Role-Playing Game, several books, and player gatherings (Fan Faires) have also been spawned from EverQuest.

Fans have created the open source server emulator EQEmu, allowing users to run their own servers with custom rules. Running such an emulator is a violation of EQ's end user license agreement and could result in a player being banned from Sony's EverQuest servers if caught doing so. It has not gained the same popularity as server emulators for Ultima Online. Although technically against the EULA, it is unlikely that you will be banned or otherwise punished for playing on an EMU, unless you admit to it, ingame, in front of Sony support staff.

Gameplay jargon

Template:Wikibookschapter EverQuest carries an internal language and culture of its own, including a plethora of arcane abbreviations aiding communication between players. For example, SoW (which stands for Spirit of Wolf, a popular spell which accelerates players' movement), and vernacular usages such as 'crack' which within the context of EQ refer to mana regeneration spells such as Clarity or KEI (an abbreviation for Koadic's Endless Intellect). While mostly consistent, there are also some differences in jargon between servers, and between the Asian, European and American gaming communities. In-game chatting can practically be a foreign language to anyone who has not played it extensively.

A number of terms used in-game have been coined by players from a wide variety of other MMORPGs or players of EverQuest specifically. One is the habit of calling monsters MOBs or mobs which is a contraction of Mobile Objects and stems from old text-based MUD's use of the term. Some terms like these, while coined in EverQuest, have migrated to other MMORPGs.

Some players use leet, which is also referred to as "dewd" speak, and Internet slang is quite common among users of the game.

List of common EQ abbreviations

A number of abbreviations and acronyms are common timesaving currency for communication amongst players in a primarily text-based communication medium (some players use voice communications software such as GameComm, Teamspeak , or Ventrilo). Here is a list of some of the common ones used in EverQuest (see Internet slang for general online abbreviations; MMORPG terms and acronyms for those specific to MMORPGs):

  • AA — Alternate Advancement. This is a system of gaining experience points (separate from regular levels) that can be used to purchase skills or abilities once you are level 51 or above. Generally people recommend staying away from most of the AA's until later levels (60 plus), as they are easier to obtain then.
  • AE — Area of Affect (aka AoE) spells are typically detrimental and affect all characters and monsters within a defined, spherical radius.
  • bio — Biological break
  • buff — (noun) An enhancing spell; (verb) to cast an enhancing spell on someone.
  • C1-C6 — Refers to the Clarity line of enchanter mana regeneration buffs. Varying level restrictions apply to the caster and the target character. C3, aka Koadic's Endless Intellect or KEI, is a favorite as some enchanters have the ability to make the buff last in excess of 4 hours.
  • Camp — Used as a noun or a verb, depending on context. To camp a monster is to sit at its spawn point with the intention of interacting with it every time it appears. To camp one of your player characters is to put it to sleep for the night. And, a camp, as a noun, is a predetermined spot to interact with other characters and/or monsters.
  • Clicky — An item that has an effect such as a buff or spell (rarely) when right clicked.
  • con — Short for 'consider', a term used to gauge the relative level and attitude of the player and their target. A 'glaring, even con mob' would be a hostile monster of the same level as the player.
  • Conv — Conviction, a cleric cast HP buff (increases hitpoints) spell castable on players above level 62.
  • crack — Term originally used to refer to clarity, but is now used for any spell in the enchanter mana regeneration buff line. Beastlords can also cast mana regeneration spells, often referred to as Kitty Crack or Bst Crack.
  • DD — Direct Damage, as in a direct damage spell. (aka nuke)
  • debuff — To cast a deletorious spell, usually on a mob.
  • ding — An abbreviated way of saying 'I've just gained a level.' May be followed by a number to indicate what level the player has just achieved, e.g. 'Ding 60!'. The origin of this is the sound the game makes when you achieve a new level. Some older servers type it as "ping". Most servers now use ping to indicate an AA ding, while ding is reserved for levels.
  • dot — Either Damage over Time, a spell which inflicts chronic damage to a mob or player over time, or an abbreviation for the jewel peridot which is used as a reagent in certain spells such as Rune V. Usually differentiated by: DoT (Damage over Time), dot (peridot).
  • Drog — A Drogmor, a giant lizard used as a mount. Useful in medding (see Med) and travel.
  • EE — Essence Emerald, the single most expensive reagent in the game, created by saccing (see Sacc) a player. EEs sell in the bazaar between 400-700 pp each. Used by necromancers in the spell convergence to resurrect players.
  • FD — Feign Death, a method of convicing monsters that a player is dead thus lowering and eventually clearing aggro. Used as a verb "/shout Train! FD!" Used in FD pulling, a means of bringing one mob from a group without aggroing the rest.
  • FT — Flowing Thought, certain items increase a caster's natural standing mana regeneration, these items have FT, usually followed by a number (FT3). The number indicated how many mana the player regenerates per tick (see Tick). FT is limited to 15, but this cap can be raised with certain AAs.
  • FTW — For teh Win (note teh is not spelled the), aka 4tw.
  • gtg — Good to go (meaning ready), or got to go.
  • HoS — Harnessing of Spirits, a shaman buff.
  • Inc — Incoming - Generally said by someone who is brining mobs to their group to be killed, so they will be ready.
  • IVU — Invisibility vs. Undead, allows player to pass undead mobs unseen.
  • KEI — Koadic's Endless Intellect, a improved mana regeneration buff introduced with the Shadows of Luclin expansion. See C1-C6, above.
  • Kiting — A popular soloing tactic
  • LFA — Looking For Adventure: a player seeking to team up with other players to enter a Lost Dungeons of Norrath instanced dungeon.
  • LFG — Looking For Group: a player seeking to team up with other players.
  • Med — Meditate, a way of increasing mana. (verb) "I need to med.", "Med to full before you kite the mob"
  • Mez — Mesmerize, or another spell/song/ability of the same type - prevents a mob from doing any action until attacked or the spell wears off.
  • MGB — Mass Group Buff, an AA that allows a player to buff a unlimited number of people (such as a whole raid) with a single cast of a group buff. MGB causes a group spell to have an AoE effect.
  • MOB — Computer controlled monsters.
  • OMW — On My Way
  • Pac — aka Paci, Pacifing a mob, decreasing its aggro radius, useful in pulling.
  • PL — Powerleveling, to gain levels quicker, using various (sometimes frowned upon) techniques.
  • PST — Please Send /tell, please respond via private message.
  • Rez — Resurrection - any cleric or paladin spell cast on a corpse to bring back the dead player to the corpse and restore a given amount of experience (depending on level of spell). Used both as a verb and noun. Some other classes also have an AA that allows a "combat rez" once every "game day".
  • Sacc — (noun) The level 51 necromancer spell Sacrifice, used to make Essence Emeralds (see 'EE'), (verb) "I'm going to sacc my pally". Essence Emeralds are a component in the necromancer resurrection spell Convergence. 'Saccing' a player causes a non returnable experience loss of about 1/5th to 1/10th of a level and consumes an emerald from the casting necromancer's inventory. Sacrifice can only be cast on players between level 46 and 64.
  • SoW — Spirit of Wolf, a shaman/druid/beastlord/ranger buff allowing a character to run faster. Also used to refer to other movement spells cast by these classes: SoE - Spirit of Eagle, Billy - Bih'li, Pack Spirit, Pack Shrew. Most players dont care which spell is used and refer to them all as SoW, with the exception of SoE which has (a sometimes annoying) levitation component.
  • Temp — Temperance, a long duration cleric buff that increases player hitpoints and AC.
  • Tick — aka Tic, a unit of time equal to 6 seconds. Certain spells such as DoTs and HoTs take effect on a new/next tick.
  • train — (noun) A number of monsters chasing a fleeing player; (verb) running past other players while a train is chasing you causing the monsters to attack the other players.
  • Trumpet — (verb) The sound heard when another alternate advancement point is earned, "Trumpet 114!!", or when completing quests, "Trumpet JBoots!!".
  • WTS — Want to Sell, Often in the OOC channel, someone will say "WTS" followed by an item list, meaning they wish to sell those items and that you should send a tell to arrange the sale.

See "The Everquest Speech Community" for a conference paper on the topic of EverQuest speech.


  • EverQuest Live - Official EverQuest News
  • AllaKhazam's Magical Realm - Comprehensive spoiler site (quests, item database, bestiary, etc.); although all information is available for free, for a fee, there are much better searching tools available.
  • Lucy - Complete list of known spells and items, Lucy pulls information directly from the EverQuest client.
  • EverQuest Casters Realm - EverQuest news and information site
  • EQTraders Corner - Comprehensive spoiler site dedicated to tradeskills
  • Magelo - The most popular site for creating character profiles in EQ
  • Mobhunter EverQuest news and editorials
  • EQWire.com Automated EverQuest news including an RSS 2.0 feed
  • Eqnewbie Good Everquest Information site, geared towards new players.

Humor

Economy