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Creation Guide



Starting Out - The Basics
Statistics
Terminology and Chat Terms





  The Basics of EQOA  

        Welcome to Everquest Online Adventures (EQOA). The following is a quick guide to the basics of EQOA for those who are just starting out or those who are thinking of playing a different character type. It may not answer all of your questions but will answer the majority of the questions that are commonly asked by new players. Additional information is listed in all of the pages for the individual classes and races so be sure to check them out, too.

        To begin, you must create a character by choosing a class and race for them. Your class is essentially your 'job' and is divided into 4 different types (arch-types): Tank, Healer (Priest), Melee, and Caster. Do you want to be the one that can take lots of damage and not have too much else to worry about? Do you want to be able to heal? Do you want to be in a support roll? Depending on how you want to play will narrow down your choices. So lets talk about the different arch-types and what each will do in the game.


Tanks

        Tanks are the first arch-type we will talk about. Tanks, as the name implies, are the heavily armored players designed to take damage. As a tank, you are there to take the damage and keep the other members of your party from taking it. Tanks are able to wear the heaviest of the armors in the game to help them with this job. One thing to note, though, tanks are not big damage dealers. You have attacks that do damage but you will never be any where close to the damage of a melee or caster class character. To play a tank you must remember that the Taunt ability is your main tool (it increases your agro and makes the enemy attack you and not another) so use it often. You will learn quick the importance of taunt and just how much you must use it. The more damage your group does to an enemy, the more you'll need to taunt. Tanks are also the group member that goes into a camp and pulls an enemy to your group for them to kill. Learning how to pull is the 2nd most important thing you will need to learn. If you taunt too soon, you will get more than one creature attacking you. Body pulling (when you walk up close to the mob so they start attacking you due to proximity) and then taunting after you are near your group, is a difficult skill for some to learn. Learning how to pull and keeping the agro (with taunt) will give you a good reputation and get you invited to a group more often. Nobody wants to die and they won't if you do your job.

        Each tank class has its own strengths and weaknesses, too (see the related links for specific information). Warriors can do the most damage of all the tank classes at lower levels while Shadowknights can do the most at higher levels. Paladins can heal themselves making it so they can solo, if need be. Shadowknights can drain an enemy's life but not til higher levels and not to the same degree as a paladins heal. The important thing to remember is that you will rarely solo anything past level 10 or so but being able to regain life can be a life saver if the groups healer dies. If you taunt and pull well, that won't happen, though.


Healers

        Healers are the ones that keep your group alive. If the tank does his job, the healer has an easy job since they only have to heal the tank. Which class you choose depends on what you want to do. Healers are also a buffing class so which you choose depends a lot on the buffs you want to have. Clerics and Druids can buff Armor Class (AC) and Hit Points (HP) where as Shamans can buff statistics. AC buffs help mainly the tank though it can save a direct damage (DD) if they happen to get hit due to the HP increase. Shaman buffs are more beneficial to the DDs in the group since it boosts their damage output. Clerics also can wear the same heavy armor as a tank, they get undead damage spells, and they have the best rez (bringing a character back from the dead) in the game. Druids and Shamans get Spirit of the Wolf (SoW) which lets you run faster but you will be constantly harassed from people who want it.

        The main thing a healer needs to do is heal. Mainly this will be the tank, but you must keep alert in case someone else needs help. Casters, for example, can't take damage therefore quick reflexes can be the difference between life and death for them. Another important thing to remember is that healing and buffing draws a large amount of agro. Learning to time your heals to keep your group alive along with only healing what is needed (don't use your biggest heal all the time) is the difference between being a good or bad healer. Telling your tank to stop pulling for a moment so you can rebuff the group is common and is better than the alternative, buffing and getting agro which often results in YOUR death. Also, if you don't want to die, learn not to run when you do get agro. A tanks taunt spell is very short range so if you are too far away, he can't save you. There are always times when you should run (if you have 3 or more hitting you then you should run unless you have a very good tank) but don't make a habit of it. Healers can't do damage very well (except clerics vs. undead) but if your tank doesn't need healed too much, don't forget to nuke a little since every bit of damage does add up. Faster kills mean more XP.


Melee

        Melee are the first of the Direct Damage arch-types we will talk about. Melees are able to wear chain armor so they can take a few hits and survive, but can't wear the heavy armor that tanks wear. Melee classes will also have more HP than most other classes, further helping their survivability. The difference between melee and tanks, besides the armor, are the wide array of attacks they have at their disposal. Rangers are masters of the bow and, hence, good at ranged damage. Rogues have powerful back stabs. Bards have great attacks but also have a wide array of buffs that can help the group, too. Melee classes are easy to play but you are always busy (especially in the case of a bard) using their powerful attacks to help kill a mob fast. The main thing you have to worry about (this applies to all classes but especially to casters and melees) is power management. If you use up all your power, you can't attack. This takes practice but is something you must always watch. Once you have it down, though, you can do a lot of damage per mob, which is what you are there for...damage.


Casters

        Finally, we come to casters. They are the 2nd type of DD classes but can be some of the most powerful characters in the game. The important thing to remember when you're in a group is that you are a caster. That means you should always be casting. Too many casters in the game just sit back and let their pets do damage while they stand around. If you want to get lots of XP in a group (and get a good reputation at the same time) then cast. After all, you are there to do damage so why not do as much as possible. The down side is that you are always busy casting. You must manage your power carefully or risk running out fast. Also, if you are constantly casting (referred to as chain casting) then you also cant be chatting at the same time. This is something that happens a lot in game but if you do your job right, you can still participate in a conversation but not be overly chatty.

        Casters have probably the highest damage potential of all the arch-types. Wizards and Alchemists do the damage directly with powerful nukes and/or potions. The other caster classes (Enchanter, Magician, Necromancer) all get powerful pets to increase their damage output since their nukes aren't as powerful. Which caster class you choose depends on how you want to play. Wizards are the most group dependent of the classes. Alchemists are close behind but their ability to wear better armor (leather) than all the other casters makes them a bit more survivable. Any of the casters with pets can solo (with practice and skill) since the pet will act like a tank and keep the caster from taking the damage. The deciding factor when choosing may be in the secondary abilities that each class has. Wizards have familiars that help them with their power problems. Enchanters are also masters of power but their abilities help the entire group. Alchemists create potions that can be traded and sold quite easily. The main ones being invisibility (for the classes that don't have) and Alacrity (which is like SoW that only druids and shamans have). Alchemists also have very beneficial stat buffs. Magicians have the ability to buff and heal their pets and also get a damage shield that can add to the damage output of the group. Necromancers have the ability to lifetap (steal an enemy's HP and add it to theirs) and transfer their life to others which greatly adds to their survivability of themselves and the group. All are fun to play but they are all quite different even though they are all the same arch-type.



        After you've decided on a class, the rest is fairly easy. You will need to choose a race. When choosing a race you should first ask yourself if you want to play an evil or good race. It makes little difference in the long run although the good races have a slight advantage in the coaches they get. This helps since their coaches are closer to some of the quest places and greatly cuts down on the running they must do. It's a minor thing in my opinion but isn't to everyone. The important thing to look at when choosing a race is the racial Class Masteries (CM's). Depending on your class, some of the racial CMs can greatly help you in your offensive or defensive capabilities, so take a good look at them when deciding. The starting stats vary a bit by race for the same class but this is a relatively small thing since eventually your main stats will all be maxed anyways. Another thing that can make a difference to some are the starting quests. Some of the races have quests that are much more difficult or time consuming than other races (for the same class). Make sure you read the specific race pages for information on racial CMs along with suggested point allocation.




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  Statistics  

        The following is a description of each of the character statistics and how it will affect you.

Strength (STR)

        Strength is the character's physical power. It affects the amount of damage you can do with melee weapons (swords, maces, etc.) and is very important for tanks and melee classes because of that. It is even more important for tanks since it is also used as a modifier for many of their abilities, Taunt being the most important of them.

Stamina (STA)

        Stamina is the character's physical fortitude. It is used to calculate your hit points. The formula for this is HP = LVL x ((STA/11) + HP Factor).

Agility (AGI)

        Agility defines a character's quickness. This affects your defensive ability in combat. Though it may affect your AC, no formula is known as to how it affects it.

Dexterity (DEX)

        Dexterity represents your character's hand-eye coordination. It affects your ability to land blows more effectively in combat. Dexterity also factors into the damage potential for ranged weapons (similar to how strength affects melee damage). Also, most caster nukes have a DEX modifier (usually 15% but higher for wizards). It is used to determine how often an Offensive Item proc will go off.

Wisdom (WIS)

        Wisdom is the measure of a character's willpower and faith. According to Sony, for every 7 points of wisdom, you get 1 point added to all of your resists. There is doubt, however, to the validity of this fact. Wisdom does affect your ability to land blows more effectively with ranged weapons (similar to how dexterity affects melee damage).

Intelligence (INT)

        Intelligence represents a character's intellect and problem solving ability. It is also to determine how often an Offensive Spell proc will go off. The base chance goes up by 1% for every 10 points in intelligence.

Charisma (CHA)

        Charisma is your character's physical beauty and charm. It is used primarily by healers to determine how much they heal for (25% of CHA is added to base heal amount). Charisma is also used by any of the classes that can charm.

Power

        Power (or mana as its sometimes called) is the energy your character has available to perform abilities. The amount of power you have is based upon the 2 primary stats for your class (see the specific class page to find out what they are for each) along with your level.




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 Terminology and Chat Abbreviations 

        The following are some of the more common terms and abbreviations that you will see in EQOA. There will always be new and colorful terms that get used that aren't here, but at least you will be familiar with most. Hopefully this will help you from having to ask 'what does that mean' every minute.


  AC  Armor Class - The amount of protection given by your armor and protective spells
  Add  When a tank pulls an extra mob besides the one he was trying to get
  AFK  Away From Keyboard - When a player is not at their controller and are unable to do anything
  Agro  Aggressive - When a mob will attack you on sight (red faced) - Also will hear holding agro which is when the tank keeps the mob on themselves and not the group
  Alt  An Alternate character - not a players primary/main character
  AoE  Area of Effect - A spell or ability that has a radius that it affects, hitting multiple targets
  Bind  To use a spiritmaster to set your return point
  BRB  Be Right Back - usually used instead of AFK but may also be used when a character is running to a town to sell/repair
  BTW  By The Way
  Bub or Bubble  Refers to the experience/life/mana 'Bubbles'. In the case of the XP bubbles, will also see Y for Yellow bubbles and P for Pink/Red bubbles
  Buff  A spell/ability that enhances a character
  Camp  A spot in a zone where multiple creatures of the same type spawn
  Chain Cast  When a character casts their spells/nukes back to back in order to do the maximum amount of damage
  Chain Pull  When a tank pulls one mob then runs to get another mob as soon as the first begins to run (is almost dead)
  Con  Consider - refers to the color of the mob when you target (green, blue, white, yellow, red)
  CYA  See You - used instead of good bye
  DD  Direct Damage
  Ding  When a character goes up a level
  DoT  Damage over Time
  DS  Damage Shield - a spell or armor effect that damages the person who is attacking
  EQ  Everquest
  Farm  When a character/group stays in a spot and repeatedly kills the same mob (or group of mobs) in order to get rares or specific items
  FYI  For Your Information
  GM  Game Master - A Sony employee that supervises/monitors in game problems/complaints
  Grind  Refers to getting XP - often used to describe a group that stays together for a long period of time to get XP
  GTG  Can be either Good to Go (ready to fight in a group) or Got to Go (has to leave a group)
  IMO  In My Opinion
  J/K  Just Kidding
  K  OK
  Kill Steal (KS)  The act of killing a creature another group has engaged so that they don't get experience. KSing is against the rules and the best way (in the least) of not getting group invites or (worse case) getting your account suspended
  Kite  When a caster/healer uses root and then a nuke to solo a mob, keeping it from hitting them
  Lag  Having a slow connection
  LD  Link Dead - When a player has lost their connection but the character still shows - The server will automatically remove them as an active player after receiving no signal for a period of time. Until then, they are vulnerable
  LFG  Looking For Group
  LMAO  Laugh My Ass Off
  LOL  Laugh Out Loud - means something was funny
  LOM  Low on Mana (Power)
  Loot  The act of stripping a corpse of their possessions - can also refer to the possessions themselves
  Loot Whore  A character who takes an above average amount of the loot in a group (AKA - greedy) - this doesn't apply when there is a main looter (see ML below)
  LOS  Line of Sight
  Main  A player's primary character
  Mistell  When you accidentally send a tell (private message) to the wrong person (may be abbreviated MT but isn't to be confused with MT (Main Tank))
  ML  Main Looter - the person in a group assigned to do all the looting - This person holds stacks for the tank and distributes other items to the rest of the group - This saves time in the long run
  MOB  Mobile Object - Any of the server controlled creatures that are attackable in game
  MT  Main Tank - Refers to the Primary Tank in a guild/raid situation and is the one who will keep agro even though there are other tanks there
  Nerf  When a spell/ability is programmed to be less affective (refers to the toy-to soften)
  Ninja Loot  To take an item off of a corpse and then leave the group or log off of the game
  Noob  A person new to the game. At higher levels referring to someone as a noob means they don't know how to play
  NP  No Problem
  NPC  Non-Player Character - A server controlled character that you can interact with
  Nuke  The act of unleashing a powerful direct damage spell (or refers to the spell itself)
  OMG  Oh My God
  OMW/OTW  On My/The Way
  PC  Player Character - a character controlled by a player or also Personal Computer (ie EQPC = everquest on a personal computer)
  Pet  A creature that is summoned or charmed by a character to assist in fighting
  Placeholder  A creature that spawns in place of another Mob - Often quest/rare mobs have placeholders that must be killed to get the correct mob to spawn
  Ploob  A Power Leveled Noob that is higher level but still doesn't know how to play
  Pop  When a mob spawns
  Port  Teleport - a line of spells for druids and wizards that transports the group to various locations around Tunaria - usually places that don't have coaches nearby
  Power Level (PL)  When a higher level character takes the damage from a mob so that a character/group can get XP from a mob they normally couldn't kill themselves
  Proc  Process - Used to describe a weapon or spell effect that has an effect that activates randomly (often modified by stats) while you fight
  PST  Please Send Tell
  Pull  To bring a mob to a more defensible position for a character/group to kill
  PVP  Player versus Player - Dueling in EQOA
  Rdy  Ready
  Rez (Res)  Resurrect - To bring a character back from death - reducing the debt received from death
  RL  Real Life
  Roamer  A mob that moves around or patrols a camp
  ROFL  Roll On the Floor Laughing - something was Really funny
  Root  A spell/ability that immobilizes a mob - root is broken whenever the mob takes damage (from attacks/pets/DoTs) or after the duration of the spell - Used for crowd control when too many mobs are pulled and the group would die if all of them continued to attack at once. Rooted mobs can still use melee attacks (if within range) and spells
  SoW  Spirit of the Wolf - A spell that increases run speed
  Spawn  When a mob comes into existence
  Toon  Used to describe a players character
  Train  When a character who is being attacked by one or more mobs purposefully runs towards another character/group trying to get the mob(s) to attack them instead - This is highly illegal and you can be banned for this.
  Twink  When a player has their high level character give their low level character equipment and/or money that they wouldn't normally be able to obtain
  TY  Thank You
  WB  Welcome Back
  WTB  Want To Buy
  WTF  What The F--K
  WTH  Want To Hire
  WTS  Want To Sell
  WTT  Want To Trade
  XP  Experience Points
  YW  You're Welcome
   
   
   
   
   
   



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