From Project 1999 Wiki
For those who haven't played Everquest before (or even for those who haven't played in years), starting off can be rather daunting. Without much to guide a new player, the game itself can quickly become overwhelming and unforgiving. A few quick pointers can save a lot of time and a lot of frustration. To get an idea for your class/race check out the main page for some helpful links and character creation guides. A quick note about the general importance of the different stats.
- Main article: Statistics
Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. This skill is important to melee classes such as Warriors and Rogues as it directly influences how much damage you are going to be doing in close combat. Although it is not as influencial to casters a few extra points here can mean fewer trips to town for any class.
Stamina affects how many hit points you have, and how long you can hold your breath. The number of hitpoints gained from increasing this statistic is very minimal and should only be a major stat consideration for the tank classes (Shadowknight, Warrior, and Paladin). Other melee DPS classes may consider this stat of some importance as they are directly on the front line, even if they aren't the one being focused by monsters.
Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Reducing incoming damage is usefull to every class as you will get hit at some point in your journey. However, it doesn't seem to make a noticeable difference, and there are quite a few Agility increasing items in the game. Despite the fact it is a relevant statistic, it is recommended to put your bonus points into more important areas when starting out. The only case to be made for adding points to Agility is for a tanking class that is under 75 points, as it is a popular theory that a penalty exists for characters below that number.
Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special effects. For Bards it also effects their chance of missing notes (fizzling) their spells. Typically Bards are the only class to add points here. The excpetion is for tanking classes again, as the same "below 75" penalty is believed to exist here as well.
Wisdom affects the amount of mana the priest classes have, including rangers and paladins. It also affects how quickly you can learn most skills given that your Wisdom is higher than your Intelligence. Wisdom is only of primary importance to the Wisdom casters.
Intelligence directly affects how quickly you can learn most skills if it is higher than your Wisdom. It affects the amount of mana for Bards and all Intelligence casters, as well as Shadow Knights. This stat is the most important for primary casters, moderate importance for Shadow Knights, and of almost no importance to Bards.
This affects amount you will be paid for goods by NPC merchants, and how much you will pay. It also affects the saving throw on certain Bard and Enchanter spells (charms in particular). For Bards, Charisma is much more important than for other classes as it improves their songs' resistance chance and fizzle chance. Because of these factors only Bards and Enchanters should consider this a truely important stat.
Starting in your Hometown
After your initial character is made, you'll load into your home city next to the Priest of Discord. First off, each player starts with a few necessary items: food/drink, a training weapon, a note to their guildmaster, a Tome of Order and Discord, and a few spells if they're a casting class. The tome is used in a quest to become PVP enabled, but on a PVE server this will only hinder your progression. Destroy it.
The next step should be to find your guildmaster. Read the note given to you, take down the name, and find the NPC in question. Hand him/her the note to receive a training tunic/robe, a small amount of experience, and positive faction towards your guild. Lastly, scribe any spells in your inventory into your spellbook (ctrl-b or use the EQ menu) and memorize (left-click) the spells onto your spell bar.
Preparing for the Outside World
Before heading out, it's a good idea to familiarize yourself with the layout of your city, mainly where your guild is in relation to the town gate, the banker(s), and any merchants close to the exit for easy selling (although be warned that some merchants are greedy merchants, and offer terrible prices compared to most other merchants!). To bolster your inventory, backpacks and other bags are usually available at a merchant in your guild or from orcs/gnolls/decaying skeletons. Always be sure to have adequate food and drink as well. Caster's will not be able to use their spells when they are thirsty as they will not regenerate mana, and melee's stamina will not replenish without food.
Where to Adventure
The best place to start off adventuring is right outside your city. Each starting zone typically has a certain area where players will meet to form groups. Greater Faydark has orc hill, Nektulos Forest has the newbie log, and the Commonlands have 2 Orc Camps. These locations are great places to meet new players and get a feel for the game.
- Nektulos Forest (Neriak) - The newbie log is located due West of the Neriak gate just beyond the large hill. Recommended for any level, this area has a wide range of mobs to pull and is a great landmark to regroup at because of its visibility and relative saftey.
- East Commons/West Freeport (Freeport) - West Freeport is packed with mobs and can often accomodate 10+ players at a time. Pick your targets and watch out for skeletons. After level 3, it's time to move on. In East Commonlands, try to stick close to the Inns since they are the location of most of the guards. You'll often find other players in these areas too, so group up. Once you reach level 5 or so, try to join an Orc camp group. It's fast, safer, and often other higher level players will pass by and buff your group.
- Greater Faydark (Felwithe/Kelethin) - For High Elves, begin close to Felwithe killing bats, skeletons, and wolves until level 3. Be sure not to attack pixies or wisps as they are higher level and result in lost faction. Afterwards, gradually move north killing orcs and the aforementioned monsters until your reach level 5. The druid circle outside Kelethin is a good location with fast respawns and a variety of monsters. Watch for Orc Centurions/Pawns who patrol near the path from Kelethin to Felwithe and appear with increasing frequency as you move farther north and approach orc hill. After reaching level 5 begin looking for Orc Hill/Crushbone groups. For Wood Elves, follow the same path except begin at the druid circle outside Kelethin's south lift.
Safe travel will not only save you a headache, but will get you to your location quicker in the long run. A few things to note:
- In-game maps are disabled on p1999, so be sure to visit a site like EQ Atlas to make sure you know where you're going! Otherwise, detailed maps can be found for all Zones.
- Hug the walls. If a zone is unfamiliar territory to you, the walls are usually the safest route. In certain cases, the roads are viable paths to follow as well, although are usually more populated with mobs.
- Beware of Kithicor Forest.
- Make sure to get a bind at your destination. If you're traveling large distances, a few binds at various landmarks on the way can lessen the stress-load of long trips. Tips are appreciated by binders, but most will do the service for free.
Ports from druids/wizards are also available, but some form of donation is usually expected. If you do ask for a port, 1) know where you are and where you're heading, 2) be polite and don't spam the chat channel, and 3) offer a donation (either 1pp per level or 20-50pp depending on your generosity).
Quests offer a variety of benefits for both new and returning players. Experience, faction, gold, and even the odd piece of equipment; all of these can make the first few levels a little easier to handle. A few popular starting quests are:
- Bat Wings
- Crushbone Belts
- Gnoll Bounty
- Deathfist Slashed Belts
- Bone Chips (Quest)
- Gnoll Fur
Equipment can be difficult to come by in Everquest. Most items of any worth come from named mobs, usually in dungeons, and almost always require a group. Upgrading your gear efficiently will involve different routes depending on your different class and role. The starting point for all classes is generally cloth (dropped off of decaying skeletons, low-level kobolds, orcs, gnolls, etc.) because of its low-cost and ease of acquisition. For Tanks and Melee classes it may be it more efficient to purchase a few leather pieces (Raw-Hide or Tattered) and fill in the rest of your empty gear slots with cloth drops. There is no point in starting with cloth gear having upgrades available that are similarly priced.
For any class in close-combat there are two options available early: banded and bronze. Both typically sell for 1pp per AC, but banded is considerably lighter. On characters with low strength, such as clerics, choosing banded over bronze can be the difference between becoming encumbered * (overweight) and staying under your weight limit.
*being encumbered causes a loss in agility, movement speed, and AC
Banded mail is player crafted using Blacksmithing, while bronze is dropped from mobs level 20+. While a tanking (knight) class would benefit from the extra AC in bronze, melee DPS could just as easily use Banded for its lighter weight. It comes down to play-style as both are viable options for a new player.
For a young Monk, since patchwork is rather heavy, either raw silk or cured silk are viable until Wu's Fighting Gear.
- Raw Silk - consists of 13 pieces for 37AC
- Cured Silk - consists of 13 pieces for 50AC
- Mesh - consists of 13 pieces for 50AC
Both raw and cured silk are created by tailors. A common way to purchase either is to collect enough spider silk for the tailor to create a set and offer a tip to the player as well. Mesh is not commonly sold by players, but is also a viable option. Commonly dropped in Upper Guk.
Armor for casters can be more troublesome to obtain. Any plat earned is likely needed for new spells and should be your priority. With the economy the way it is, many lower end intelligence/wisdom items tend to be sold to NPC merchants rather than other players due to their relatively low value. The most viable option is to stick with cloth and keep an eye out for jewelers selling their wares. A pair of +2 rings and/or a bracelet can be purchased for under 15pp and will likely last into your 20s until more equipment is available to you. Low-level clerics may consider purchasing strength jewelry to facilitate wearing plate armor if they are low on strength.
Fortunately, caster classes are much less reliant on gear to be successful than melee classes are. A naked necromancer is nearly as effective as a fully geared one! Don't stress out about trying to get all the fancy gear on your new character; you'll be much better served by picking up all of your useful spells and saving platinum until you are 40+.
For the first few levels there isn't much available as an upgrade to your starter weapon. Depending on your style of play, it's not always a necessity either. However, your role in a group will require certain changes in tactics. Knowing which weapons to use in each situation is vital.
Low delay weapons are what to look for if you're going into a group as a tank. Short swords, daggers, and shortened spears tend to have lower delays than long swords, bastard swords, etc. Before the mid teens (when most melee classes get dual wield), a decent shield is also something to look into. Each city will have a shield merchant with a variety of options available, but each Warrior's Guild will have a general merchant and a basic shield to sell as well.
Early on, if you find yourself with a bit of extra plat, there are a few lower end tanking weapons that may be available. Weapons like Gnoll Hide Lariat or Tentacle Whip are usually sold by players for 20-50pp and will vastly improve your tanking ability.
As a melee, your main focus obviously will be to deal out damage. Depending on your class abilities (rogues, for example, can only use 1-handed weapons), high damage/high delay weapons should be what to look for, but personal style plays a small part too. As DPS, two-handed weapons allow easier aggro-management for the tank in your group and will provide a steady amount of DPS as well. For hybrids (Rangers, Paladins, Shadow Knights) too, this allows the chance to time spell-casting in between swings for better overall DPS.
Again, there isn't much available to a young melee right away, but there are a few options. Often, in certain zones, other players will set up camp killing city guards (Freeport is common, as is Oggok). If you're comfortable, politely ask one of the players if you can loot one of the Fine Steel or Bronze weapons the guards carry. If the player says no, just say thank you and be on your way. It's not a necessity to upgrade your weapon early, so don't stress over this. There are also a few quests that will reward you with a minorly upgraded weapon, as well, with the right supplies, Blacksmiths can sharpen rusty weapons and make a weapon slightly quicker. Lastly, if you find yourself with extra platinum pieces, a few lower priced weapons may be available to you through other players.
Again, as a caster, most of your platinum will be needed for new spells so upgrading your weapon is not always a necessity. However, if you find yourself melee-ing often to take down the last bit of a mob's health, it may be a decent idea to follow the above advice and find higher level players at a city guard camp and politely ask to loot a Fine Steel Dagger/Staff. Cleric gain the ability to summon their own weapons at a low level. This is a good way for a young cleric to save money.
A keen eye can make obtaining platinum in the early levels a lot easier. Most of what drops off of low level mobs can be sold to NPCs, but a few items are sought after by even high level players so its important to know which items to keep and which to leave.
- Bone chips - these are used by Necromancers of all levels to summon their pets. The price usually ranges from 2-5pp per stack, but in bulk can fetch quite a bit more to the right player.
- High Quality pelts - The most commonly bought HQ pelt is from bears, since they're used to make weight reduction backpacks (usually 20pp per pelt), but both cat and wolf pelts of high quality (5pp per pelt) sell to tailors as well, although less often.
- Spider/spiderling silk - Spider and spiderling silk sell for 10-20pp a stack. Both are used in tailoring.