January 8, 2002  3:00 am

** Items **

- All beastlord-usable items are now useable by their requisite races
- Regular, medium quality, high quality, mithril, brellium and 
adamantite rings, as well as their enchanted versions are now 
stackable. (this time we mean it)
- Made Rune Encrusted Short Sword rentable (was No Rent, should not 
have been)
- Fixed Shadowscream and all related recipes so that they return the 
correct mallet
- Reduced the price of the Fuligan Soulstone of Innoruuk and Cloudy 
Stone of Veeshan
- Reduced the price of the first two keys for the Plane of Air
- Coterie Mask of the Dead has been retroactively changed to have 5 
charges as originally intended
- Gauntlets of the Blood Fiend - Warrior has been removed from the 
wearable classes
- Shiny Trinket of Speed - An appropriate level of haste has been added 
to this item

** Interface **

- Added /tgb as a short version of /targetgroupbuff

- /shownames now works with the following parameters:
no parameter = display the current setting.
off = don't show player names over their heads
1 = show only first names of players
2 = show First and Last Name
3 = show First, Last, and Guild (if any)
4 = show Title (if any), First, Last, and Guild (if any)

Also, the LFG, AFK and LD tags will always show if names are not off. 
There will no longer be brackets around them, and LFG will now appear 
at the end of the name with the AFK and LD tags (instead of being a * 
at the beginning)

- A player character will always have a name over its head, even if 
they are skeletons (unless /shownames is off), with the exception of 
some rare cases when players are turned into certain NPCs 
- Added /ttell. This will send a tell to the player character that is 
currently your target. The command will also allow corpses as a valid 
target. /ttell'ing a player's corpse will auto-tell that player (this 
was actually patched earlier along with an emergency patch)
- Added IRC style '/me' as a synonym for /emote (this was actually 
patched earlier along with an emergency patch)
- Added '/send' as a synonym for /tell (this was actually patched 
earlier along with an emergency patch)

** Spells **

- Necromancer Group spells should now be working, they were only 
affecting the caster. This includes spells such as: Degeneration, 
Succession of Shadows, Crippling Claudication, and Zavfeer's Theft of 
Vitae. These spells have also had their duration increased. Mind Wrack 
will be fixed soon.
- Shadowknight "Torrent" spells have also been fixed and have had their 
duration increased as well
- Flowing Thought effects will now stack
- Meditating on a horse occurs only while not in combat
- Mark of Retribution should work as intended
- The Decession spell now requires you to be in the same group
- Levitation can no longer be used in The Deep
- Fixed a problem that was still allowing people to Cast Eye of Zomm in 
Ssra Temple
- Fixed a problem that was still allowing people to cast Call of the 
Hero in Ssra Temple
- NPCs that cannot be stunned will once again take damage from damaging 
stun spells (this was actually patched earlier along with an emergency 
- Critical heals and nukes now display damage numbers (this was 
actually patched earlier along with an emergency patch)

** Zones **

- Characters will no longer take falling damage when in the Bazaar
- Characters can now bind in the Nexus

** Alternate Advancement **

- Made it so the percentages of Spell Casting Fury Mastery scale a bit 
- Fixed Soul Abrasion to work with a few spells that it didn't work 
with before
- Dire Charm *should* no longer break (this was actually patched 
earlier along with an emergency patch)
- Mental Clarity and Body/Mind Rejuvenation now give mana regeneration 
both when standing and medding, as intended

** Miscellaneous **

- Added a few new socials: /nudge, /pat, /flex, /fidget, /purr and 
- Changed the automatic targeting code so that it won't automatically 
target someone that cast a beneficial spell on you
- Adjusted the timing of the Luclin Spire activations to more closely 
match the announcements by the Scions. This has the net effect of 
reducing the time between portal activations

- The EverQuest Team


January 17, 2002

** Patch Update **

Today we are sending you a couple of new DLL files that should do the 

- May improve performance in indoor Luclin zones

- Should improve zoning time in many cases, especially in zones with 
many objects/trees. May also reduce the "hitch" when other players zone 
in, though it probably won't remove it completely

- May reduce the cases where some players experience a performance 
reduction after being in a zone for a while

- Fixed a bug that was causing some portions of spell effects and the 
"bolts" in bolts spells to not show up.

- Generally improve stability.

How these changes affect individuals will vary, but we hope that this 
will improve game performance a bit over all.

- The EverQuest Team


January 23, 2002  3:00 am

*** Patch Information ***

** Quests **

- Ragefire portion of the Cleric Epic quest has been changed. Please 
see the Developer's Corner on our web site for more details
- Added Quest NPCs to Thurgadin, Kael and Skyshrine for Beastlord quest 
- Gravel leaf tea will now fit in the combine container for the 
associated quest
- Grimling Blood should now be dropping
- Idia in the bard guild in Kelethin was telling you to turn in a quest 
item to the incorrect NPC. Changed quest text to reflect the correct 
NPC to hand the item to
- In Iceclad, Keref Spiritspear won't be so unreasonable when you 
complete the task that he asks of you
- Citizens in skyshrine no longer defend the 'vermin' spiders
- Increased the drop rate of the Staff of Elemental Mastery: Earth
- Bloody Shak Dratha Hearts should now be dropping
- Quest of Nobility should now be working properly
- Increased the spawn rate of Brother Qwinn tenfold

** Items **

- Adjusted statistics on equipment that was dropping in the Umbral 
Plains. Many of the items had AC that was inconsistent with the armor 
types of the classes. The AC has been reduced on some pieces and raised 
on others. In all instances where the AC was dropped a different 
statistic was raised. Several items received a significant upgrade 
while others were downgraded
- Also in regards to Umbral Plains armor, Ranger has been removed from 
the plate class armor that was dropping and have been added to the 
usable classes on the chain equivalent. Bards have been added to the 
plate equipment list. This might mean that some Rangers will have armor 
that they can't use. Our Customer Service personnel will trade out that 
armor for the chain equivalent
- Ghoulbane is now No-Drop
- SoulFire charges can only be used by Paladins (though they can be 
used from inventory)
- Raised the armor value on many Beastlord specific armor pieces
- Added effects to a few of the Wild Lord's armor pieces
- Added Vah Shir to Imbrued Plate Mail useable races
- Rhino Hide armor is now Druid and Monk usable
- The Crustacean Shell Shield is now magic
- Scroll of Knowledge can now be equipped in the primary, secondary, 
and range slots
- Scroll of Enlightenment can now be equipped in the primary, 
secondary, and range slots
- Thought Horror Fangs can now be thrown
- Iron Scroll of War must now be worn to activate
- Cloak of Thorns right click effect should work now
- Runed Bone Fork is now equippable primary, secondary and ranged. The 
"range" value has been removed to prevent people from accidentally 
throwing them
- Spider Fur Collar has been given weight 0.0 to be consistent with 
other pieces
- Dark Cloak of the Sky must now be worn to activate
- Sage's Crown is now No-Drop to match every other Velious quest armor
- Icicle Circlet is now No-Drop to match every other Velious quest 
- Bone Collar of the Possessed should no longer cause players to crash 
when inventory is opened
- Idol of Rallos Zek can now be used by ShadowKnights
- Helm of Grim Blessings can now be used by Wood Elves
- Flayed Skin Bracer is no longer a Lore item
- Greaves of Avoidance can now be used by all races
- Steel Threaded Wrist Wraps are no longer lore
- Bravado's Breastplate now grants a larger Hit Point bonus
- Guise of the Hunter can now also be worn by human bards and rogues 
- Primal Cudgel now has the proper effect
- Added "Recommended Level" equal to the current item use level for the 
several items. All of these items require the player to be level 51+ to 
equip them and/or use their effects. Setting the "Recommended Level" 
field like this just lets the player know what level they need to be to 
use the item. The actual utility of the item was not affected in any 
way, this change is purely informational
- Several items have been changed to be not useable by Iksar. They had 
been erroneously set as Iksar useable in the last item patch. These 
were primarily items that were usable by Beastlords (and were therefore 
changed to allow all Beastlord races to use them), but that had been 
specifically restricted from use by Iksar due to their inherent armor 

** Zones **

- Shades in Umbral, Maiden's Eye and Vex Thall are now considered 
- Placed portals to and from Great Divide and Nexus
- Added many new items to better round out the rewards for high-level 
Luclin encounters

** Horses **

- Implemented horse trade in quests. There are now four stable hands 
who will buy back specific colored bridles located in the stables in 
the Bazaar
- Being stunned will now stop players on horses. Not stopping them when 
stunned was causing warping and other bad things
- Knockback spells, and spells that throw you into the air, now affect 
people on horses properly
- Horses now levitate when their rider should.
- Fixed a bug that was causing the client to crash when attempting to 
follow someone while on a horse. /follow should also now work when the 
person you are following is on a horse

** Spells **

- Wizard Familiar spell scrolls will now increase in purchase cost with 
the spell level
- Several spells will no longer be interrupted, spells such as the 
'proc' generated by Instrument of Nife
- Several spells that were not functioning in the planes have been 
fixed and now work in the planes 
- Bards should now gain singing skill when singing and should no longer 
gain skill in an instrument when they are not using one.
- Characters are no longer damaged by damage shields when using 
throwing weapons
- Atol's Spectral Shackles has had its casting difficulty reduced
- Made some changes to Nature's Recovery to make it more stackable

** Visual Issues **

- Wolves and warders should no longer appear to be very small
- Characters no longer lose their hair or beard when their illusions 
wear off
- Weapons should now appear properly (sometimes they wouldn't show up 
at all) when a player zoned in
- Characters in wolf or bear form (or other races that aren't player 
races) should no longer have parts of them tinted based on the armor 
the player was wearing
- Bear form should now look correct to people that zoned in after the 
spell was cast on them
- May have fixed the problem with extra mouse cursor showing in game
- Fixed a problem with NPCs, PCs and some objects not being visible in 
some zones (Wakening Lands, Plane of Growth, Emerald Jungle and Swamp 
of No Hope)

** Performance Issues **

- More work on reducing zone times for Luclin city zones
- "Hitch" created when player characters enter a zone should be gone 
- Fixed a bug that could cause the client to crash in some cases where 
a character tried to purchase an item from a vendor but didn't have 
enough money
- Characters with pets that zone (horses, familiars and warders) should 
now be able to zone from North Qeynos to Qeynos Hills

** New Features **

- Holding shift while clicking the resolution in the options in game 
will reduce the resolution. If you are already in 640x480 though, this 
does nothing. Normal click increases the resolution as it always has 
and still wraps back to 640 after the highest resolution your machine 
- Using 1280x1024 and 1600x1200 resolutions, the /wincolor command, and 
getting the inventory window in fullview mode are now available to all 
EverQuest players (these features were restricted only to Velious 

** PvP **

- It is no longer possible to bandage others of the opposing deity team 
on Sullon Zek

** Alternate Advancement Abilities **

- Lowered the reuse time on Rampage AA ability from 15 minutes to 10 
- Rampage is now fixed. Previously was only hitting one target
- Mass Group Buff button should work properly when zoning
- Casting Reinforcement should now work on all buffs cast, not just 
those cast on yourself
- The Discipline Duelist should now be doing the correct damage when 
using Chaotic Stab
- LifeBurn should now reset properly after being interrupted
- Dire Charm should now reset properly after being interrupted
- Fixed the Quick Buff ability to work as described
- Leech Touch should refresh properly now
- Exodus and Nexus Gate now have a casting time of 1/10th of a second

*** Do you want to join us? ***

So you got your Epic weapon... and now spend your free time holding 
weekly sight seeing tours to the Temple Veeshan, along with nightly 
Luclin lunar dinners. If on top of all this you know the name of more 
Dragons than relatives, we would like to invite you to apply to join 
our San Diego EverQuest QA Team! For more info please go to our Job 
Employment site ( http://www.station.sony.com ) to read up on all the 
juicy details. If you're interested please submit a resume, including 
your EQ playtime and information on characters owned.

- The EverQuest Quality Assurance Team

*** Fan Faire News ***

* Congratulations to Union of Power! *

The guild Union of Power has the most pre-registered players attending 
the Fan Faire! This means that they will be given a two hour slot from 
5-7:00 p.m. on Saturday in the Intel Arm Yourself for Adventure Game 
Room! Everyone else will be limited to an hour of play time.

* Walk-ins *

Registration is closed, but we will be accepting walk-ins at the Dallas 
Fan Faire! However, there is a limited number of spaces left! 
Registration will be at 6:00 p.m. The cost for walk-in registration is 
$95 to be paid at the door.

Cindy Archuleta
Community Relations Manager
Sony Online Entertainment


February 1, 2002

On Monday the 5th we'll be making a change to the way our Live and Test 
patching works.

A little while ago we combined our Test patcher with our Live patcher. 
The intent was to remove the confusion that having two patchers can 
cause and to encourage more people to play on Test.

Well, we're going back to the old way. We are going to split the Test 
patcher and the Live patcher back into two separate programs.

This means that in order to access the Test Server you will need to run 
TestEverQuest.exe, which you will find in your EverQuest directory. To 
play on the Live Servers just start EverQuest as you always have.

There are a few advantages to separating the two patchers. Splitting 
them up makes it a little easier, as a player, to be sure that you are 
headed to the right server when you double click the icon. It's also a 
little more intuitive for those that want to run the game in two 

Using two directories for EverQuest does use up a lot of hard drive 
space. However, for those with enough space that play regularly on both 
Test and on Live servers, this is a safer and faster way to work. Using 
the same directory means that each time you change servers (Live to 
Test or Test to Live) you will have to patch. The data on the Test 
Server is very rarely the same as that on Live servers.

And for us internally it makes it easier to test new patchers. It gives 
us one more step for testing. Now we can push a patcher to the Test 
Server and try it out there after internal testing and before it goes 
to the Live servers.

In any case, we've decided to move back to the old way. Starting on 
Monday, February 5th, 2002 you will need to run TestEverQuest.exe to 
patch and play on the Test server, and Everquest.exe to patch and play 
on the Live servers.

* Patch Message Addendum *

The command line argument "/test" should no longer be used to play on 
the Test Server. Anyone using this should remove this argument from 
their shortcut. Please manually select "TestServer" from the Advanced 
Options window to use the Test Server. On Monday, February 05, 
TestEverQuest.exe will once again be used to patch and play on the Test 

- The EverQuest Team


February 13, 2002  3:00 am

** General **

- Improved sound for many users. Should eliminate a lot of the 
"choppy" sound issues
- Fixed one of the link-death-while-zoning bugs
- Characters who disconnect while zoning shouldn't be 'stuck' for an 
inordinate amount of time
- Renamed all will-o-wisps and will o' wisps to Fred. 
- Reconsidered and changed Fred to willowisp.
- Pets no longer pace. Pets will now, when close to you, STOP.
- Many higher level NPCs now have a random delay before they initially 
spawn. This means that they will appear at a more random time interval 
after servers or zones are brought up. This is designed to provide a 
fairer distribution of these NPCs across all time zones
- If you right click to auto-inventory an item that you are looting and 
it will not fit into your inventory, the item will simply appear on 
your cursor as if you had left clicked on it

** Gameplay Related **

- NPC and PC corpses can now be /considered to find out how long until 
they decay, and PC corpses additionally tell you how long you have to 
resurrect them
- The timer for corpses is now seven days for any corpse over level 
five, whether the player is on-line or off-line or any combination of 
the two
- Characters below level eight will no longer see light blue cons
- Spires will no longer try to teleport you to Luclin if you do not own 
the expansion, and therefore will no longer move you to the 'safe 
point' in the zone when it can't take you to the Nexus
- Pets can now be targeted by typing their full name after the /target 
command (or at least enough of it to distinguish it from the owner)
- Knockback now works correctly when on a horse
- Summoning a horse in Plane of Sky will no longer allow you to 
- Gating when in the same zone that you are bound no longer causes 
- Horses will no longer disappear when a character is moved to the 
'safe point'

** Trade Skill Related **

- Added several trade skill items to Grobb; including a brewing supply 
vendor, a brew barrel, a baking vendor, a standard forge, a pottery 
cooking mold vendor, a kiln, a pottery wheel, and a sketch vendor.
- Added water flasks to two merchants in the Bazaar
- Added high quality ore vendors to Bazaar, Kaladim, and Qeynos that 
sell a limited supply of HQ Ore
- Fixed an inconsistency with the armor class of Enchanted Imbued 
Dwarven Plate compared to the armor class of other Dwarven-smithed 
plate armor
- Batwing Pie, Bug Bites and Deadly Medley now exist
- Repaired the recipe for Superior Gnomish Spirits\Gnomish Cleaning 
- Increased the drop rates of cultural armor temper components
- Added hilt mold vendors to more cities

** Quest Related **

- Made adjustments to the Whistling Fists quest
- Reduced the spawn time of the Zordak Ragefire in SoldungB. He will 
now reappear every 24 hours
- Repaired some problems with the Luclin Owlbear Dart and Vah Shir 
Runed Totem quests

** Spell Related **

- Eye of Zomm and Eye of Tallon are now non-KoS in a fashion similar to 
- Koadic's Endless Intellect stacking has been fixed. If a player has 
Koadic's Endless Intellect on them and anyone casts Breeze, Clarity, 
Clarity 2, Boon of the Clear Mind, Gathering of the Mind, or Gift of 
Pure Thought on them, it will fail and the Koadic's will remain.
- Mind Wrack gives mana instead of taking mana away
- Charm is immediately removed from charmed NPC's when the character 
that charmed them casts invisibility
- Made some small improvements to Marzin's Mark
- Corrected some stacking issues with Nature's Recovery
- Blast of Frost scroll has been made available for Beastlords
- Self-only level 51+ spells will no longer fail to cast if the caster 
has a lower level character targeted. 
- Egress should once again force a 'zone' to clear aggro
- The damage component of Elnerick's Entombment of Ice no longer causes 
the spell to have a chance at breaking its root component
- Snakes in Lavastorm and Paineel are now animals
- Hammerheads are now animals
- Treants in the Plane of Growth are now plants
- Timorous Deep gators, fish, and raptors are now animals
- Rock Hoppers in Hollowshade Moor, Shar Vahl and Shadeweavers are now 
- Paludal and Fungusgrove Wetfang Minnows are now animals
- Underbulks and Shik`Nar in Fungusgrove are now insects
- Rhino Beetles in Shadeweavers Thicket and Hollowshade Moor are now 
- Shrooms in Fungusgrove are now plants
- Lightcrawlers in Mons Seru are now insects

** Zone Related **

- Fixed some of the pathing issues in Maiden's Eye
- Dawnshroud Rockhoppers are now giving the proper faction hits
- Fixed a pathing bug in Paludal Caverns that prevented NPCs from 
pursuing characters up cavern walls
- Fixed a bug with the clipping plane in outdoor Luclin zones
- The Oggok guards will be less friendly to Marsh Bears
- Fixed some bugs in the Umbral Planes that were causing NPCs to get 
- Added content in the Umbral Planes to make it more... entertaining

** Alternate Advancement Related **

- Act of Valor should now work properly
- Re-implemented the Improved Familiar ability. It will now summon an 
improved familiar that is better then the greater familiar and is very 
resistant to all spells. It is not immune to spells though, just 
extremely resistant.
- Warcry should now work properly
- Life Burn now considers hit points from items and should no longer be 
- Area Taunt should be no longer affect creatures on heights or floors 
above and below the warrior

** Discipline Related **

- Added the following /disciplines for Beastlords: 
Level 51: The Discipline of Resistant
Level 54: The Discipline of Fearless
Level 55: The Discipline of Protective Spirit
Level 60: The Discipline of Bestial Rage

** Item Related **

- Expendable items no longer use mana when 'casting' a spell
- Extra damage from either elemental or bane damage should now work for 
special attacks like backstab
- Shield of Auras can now be used by Necromancers
- All pieces of Black Pantherskin Armor are now Beastlord useable
- Steelsilk Helm should now be visible when using the new models
- Windspeeder's haste is now a permanent effect
- Shield of Mental Fortitude is now actually a shield and also has a 
different graphic
- Drape of the Deep Thinker now has a robe texture when equipped
- Orb of Lost Souls can no longer be "Held"
- Dark Cloak of the Sky from 'worn to activate' to 'Race/Class to 
activate'. The previous change that made it 'worn to activate' was an 
- Items that add bonuses to the Lock Pick skill should function 
properly now

** Firiona Vie **

- The Trivial Loot Code present on the Roleplaying server will no 
longer affect items that are marked solely with the No-Drop flag. No-
Drop items that are also Magic or Lore will continue to behave as they 
did prior to this patch.

- The EverQuest Team

** Tales **

Grand Master Glox sat silently staring into the black waters of the 
Cabilis aqueducts, his thoughts tracing and retracing the recent 
visions that had upset his nights. The Lord Cazic was trying to tell 
him something, but he could not yet decipher what it was. The hand on 
his shoulder startled him and he turned quickly, striking the intruder 
with a quick blow to the chest. The figure crumpled to the cold ground.

Glox stood over him with a look of horror, it was one of his own pupils 
he had struck. He lay bloodied and bruised at Glox's feet breathing 
heavily with much effort, he was obviously dying. The pupil reached up 
toward Glox with something in his hand. Glox took the items from his 
hand and peered at them intently. There were two items, one was a 
glistening serpentine scale, the other an ancient stone symbol. Glox 
recognized the symbol almost immediately with horror. It was the symbol 
of the Soriz, the ancient Iksar tribe that had been the slaves of the 
Shissar empire. Glox looked down at his pupil again. "Where did you get 
this?" The dying Iksar used his last ounce of energy to point up toward 
the night sky and the moon of Luclin. "sSs... Ssraeshza... has... 

** A Call to Arms! **

Have you long dreamed of aiding your fellow adventurer? Do you enjoy 
travelling the world and meeting new and interesting people? Are you 
over the age of 18 with an EverQuest account in good standing and some 
free time? If so, then the EverQuest Guide Program may be for you! If 
you feel compelled to join our ranks, point your web browser to 
https://guide.everquest.com/guideapp/ and fill out an application!


February 17, 2002  3:00 am

- Increased the drop rate on some 55-60th level Kunark spells that were 
overly rare. 
- Added water and high quality ore to vendors in the Bazaar, as 
promised in the Feb 13 patch. 
- Fixed a spawn problem in north Temple of Veeshan. 
- Fixed a few minor issues with the Whistling Fists quest. 

- The EverQuest Team


February 25, 2002  3:00 am

- Fixed a problem with the Gnome sitting animation

- Fixed a bug that was causing some people to crash when repeatedly 
right-clicking spell gems

- Made adjustments for Quellious monks attempting to do Iksar Shackle 

- Fixed a bug in the way that Alternate Experience was being 
distributed. Extra experience was being generated for an ungrouped 
character with all experience going to the Alternate Experience pool. 
Too little experience was going into the Alternate Experience pool for 
people grouped that were applying less than 100% of their experience to 
the Alternate Experience pool.

- Fixed stacking issues with Circle of Seasons and Talisman of 

- Wild Lord's armor effects are now level restricted

- Fixed a bug with necromancer pets that was preventing them from 
gaining the healing benefit of lifetaps. It turns out that this was 
affecting all NPCs. It should now be working properly for both pets and 

*** Fan Faire Registration is Open ***

Registration has opened for the Seattle Fan Faire! We will be at the 
Doubletree Seattle Airport Hotel on April 19-20. Register early and 
join us for a great time! Visit 
http://everquest.station.sony.com/fanfaire/en/index.jsp for 
registration and all of the details!


March 7, 2002

** Patch Information ***

- Fixed a problem with Alternate Advancement ability Combat Fury that 
was causing rangers using archery and rogues using throwing to have a 
lesser chance to critical than normal. This did not affect warriors

- We think we've fixed many of the issues that were causing 1018 
errors. At the very worst players should be able to log back in faster 

- Fixed a problem that was causing quests to give no Alternate 
Experience to a character when that character had all experience going 
into their Alternate Experience pool

- Fixed a bug that was causing Claw of the Savage Spirit, Earthen Band 
and Breastplate of Day to show a negative statistic modifier

- Fixed an issue with some ATI-based video cards that was causing the 
inventory screen to flash

- All Levitation spells will now be stripped when entering a no-
levitation zone. There was a bug that caused the game to only strip the 
first Levitation spell found

- Earrings of Endless Speed are now no-drop

- Fixed a bug that was displaying erroneous and duplicate faction 

- Also added some Tradeskill recipes for items dropping in Akheva and 
Maidens eye

- Tradeskills (including Alchemy and poison) now take %skill modifying 
items and buffs into consideration

- Scallywag's Arm Plates (Legends Only) are now wearable in the arms 
slot (was errantly flagged for the chest slot)

- All soft wicker pieces are now wearable by Beastlords

** A Tale **

Prime Heirophant Vek leaned over and looked into the jeweled case 
silently. The young mystic behind him nervously fingered the cudgel 
hanging from his belt. He knew what was coming. The hold of the 
faceless had firmly taken hold of his heart and was beginning to 

Vek turned to him quietly and simply said, "Find them." He then walked 
silently out of the room.

Hierophant Zand turned to the young Mystic, "Do as he has asked. Do not 
return until you have the skulls of the ancients in your possession." 
The young Mystic stumbled as he ran out of the room, visibly shaking.

Zand looked down into the empty skull case. Something glittered softly 
in the corner of the case. Zand reached in and picked up a small 
earring, emblazoned with the symbol of the Kunzar.

Zand walked quietly out of the room, and somewhere the soul of a dead 
emperor laughed with unholy malice.

** Another Tale **

Halor slashed frantically at the creature before him. He swung down 
hard, cleaving the great worm in two. Unfortunately there were many 
more were that came from. Bauric climbed over a rock and stood next to 
Halor, fighting off another of the worms.

Halor suddenly felt a sharp pain in his right heel and spun violently 
around, causing his journals to fly out of his pack and onto the hard 
stone floor. He swung at the worm larva with his sword knocking it 
away, but too late. The worm had wounded him badly, he could no longer 
hold himself up on the wounded ankle and he fell to the floor with a 
crash. Bauric cried out in pain as one of the larger worms bit into his 
arm. That was the last thing Halor saw before the horde of worms 
squirmed across the stones and overcame them.

- The EverQuest Team


March 19, 2002

We wanted to start by letting everyone know how grateful we are for all 
of the suggestions for improvements that we've received both in EMail 
and on the various class and server boards. We appreciate all the help 
you've provided us. 

** Changes for Low Level Characters ** 

- Characters no longer lose experience for death below level 11 
- Characters now begin first level with a stack of 20 food and drink 
- Items no longer appear on a corpse if you are below level 10, they 
reappear with the character 
- When a character "dings" level 10 you will be informed that your 
items will now be on your corpse 
- Characters will no longer appear with a Tome of Discord. They must 
get one from the Priest of Discord 
- New resurrection, evacuate and corpse summoning spells have been 
added at lower levels 
- We've moved the newbie bind points closer to where characters first 
start out, not outside in their newbie areas 
- Halflings and Gnomes have new classes available to them: Halfling 
Rangers and Paladins as well as Gnome ShadowKnights and Paladins. All 
of the necessary NPCs and items should be available for these new 

** Alternate Advancement Abilities ** 

- Divine Stun is now an activated ability on a 30 second reuse timer 
with a chance to interrupt NPCs up to level 60 
- Most targeting issues with Alternate Advancement abilities should be 
- Rampage should now consider all viable targets, including PvP targets 
- Metabolism should be working properly now 
- Scribble Notes should reduce memorization times to an even greater 
extent than it did before 

** Spells/Songs ** 

- Fixed a bard lockup bug that would occur randomly with during cast 
- Fixed a song bug that was causing songs to be stuck on, triggered by 
contact proc buffs procs (such as Boon of the Garou) 
- The new Cleric and Paladin Resurrection line of spells are now 
available on vendors 
- The new corpse summoning spell is now available on vendors, as are the appropriate coffins 
- The new Evacuate spells are now available on vendors 
- Memory Blur, Mind Wipe, Blanket of Forgetfulness, Memory Flux, 
Glamour of Kintaz and Rapture have been given a greater chance of 
clearing the 'hate list' 
- Glamour of Kintaz and Rapture also have longer durations 
- Egress and Abscond have a reduced mana cost and a lesser chance to 
- Judgement has been improved to make it a better upgrade from the 
previous spell in the spell line 
- Shaman group buff spells (Tumultuous Strength and the Talisman 
spells - Cat, Brute, Rhino, and Raptor) have been improved to be more in line 
with the single target versions of those spells. 
- Added a new line of spells for Magicians that summons focus items 
- /pet get lost will now kill the buff as well as the familiar 
- Marzin's Mark now stack with Protection of the Glades 
- Improved the way that Abolish Disease/Poison and Counteract 
Disease/Poison work 
- Fixed it so that whenever a player loses the chance to click on a 
resurrection dialogue box (such as entering the inventory screen), the 
game will react as if the user had clicked "no". This should prevent 
cases where the player can not be resurrected unless they logged out 
- "Sense" spells should now work while on a horse 
- Shield of Auras effect has had a stacking issue with Clarity fixed 
and the component removed 
- Skin of Shadow has had its night only restriction removed 
- Demi Lich is now a level 56 spell 
- Arch Lich has been improved 
- Translocate spells no longer require that the target be grouped with 
the caster. Also, the dialog box for this spell will remain longer 
- Added Sicken and Tainted Breath to a merchant in Shar Vahl 
- Levitation spells now check to see if you have a second Levitation 
type spell when it wears off before hurling you to the ground 
- Eye of Tallon has a longer duration 
- Spell memorization speed should now take +Meditate% skill items into 
- Bard song memorization time should now be faster and is affected by 

** Zones ** 

- Changed safe spot in Kedge Keep to actually be a safe spot 
- The Beastlord trainer in Firiona Vie is now more friendly to 
Beastlords of all types 
- Vyzh`dra the Cursed has been adjusted to help balance the risk versus 
reward associated with the encounter 

** Items ** 

- Sleeper's Tomb Key is now Soulbound 
- Wand of Casual Blessings is not longer usable by Half-Elves, and is 
usable by Dark Elves and Gnomes. It also now looks like a staff and not 
a bag 
- Corrected some of the Velious quest helm graphics. All helms of this 
type are no longer displaying a graphic (as intended) and the 
'customized' plate helms should all now have graphics (also as 
- Custom Malevolent Crown should now be the same color as the rest of 
the armor set 
- The Beastlord Epic item has been changed to be more in line with 
other epic items 
- Grimling Tribal Headdress is now a "head" item and should be 
- Thexian Loop has had its Haste increased 
- Headband of Many Visions now grants Deadeye instead of See Invisible 
- Shield of the Swamp should now have a graphic 
- Shield of Auras should now have a graphic 

** Combat ** 

- Pets are now more likely to avoid NPC ripostes 
- Wizards now have an inherent chance to score a critical blast with 
their damage spells after 11th level. This ability does not lessen the 
chance of scoring a critical hit with Alternate Experience abilities 
that grant criticals 

** Client/Interface ** 

- Added /dopropertinting command. This command allows you to turn on 
and off the "DoProperTinting" option in the eqclient.ini file. 
Activating this command should correct most tinting issues (such as 
armor tint also tinting the character's skin). But if it causes issues 
you can toggle it off by using /dopropertinting off 
- Added /chat commands, that allow players to create their own chat 
channels. Please read the eqmanual_supplement.doc in your EverQuest 
directory for more information 
- Added /hitsmode command. This command allows you to more finely 
control how you see hits, including seeing them in a window other than 
your chat window. Please see the eqmanual_supplement.doc for more 
- Added /clearhits to clear the current hits in the M2-M5 modes of the 
/hitsmode command. Again, please see the eqmanual_supplement for more 
- Added /showgrass command. This toggles the radial flora (Luclin only) 
on and off 
- Added options in the Options screen (under Chat Filter) for filtering 
out Melee and Spell criticals. Options are All/Me/Off. These can also 
be activated using the /filter command, and will affect critical hit, 
critical blast, exceptional heal, and crippling blow messages 
- Changed /filter to allow you to toggle the various chat filter 
settings (still also lets you toggle the badwords filter) 
- Changed /channel to allow you to set your default chat channel. It 
also now saves this setting in the INI file 
- Changed the /targetgroupbuff command to be 'persistent'. The state of 
the switch will be stored in the eqclient.ini file and will be 
remembered when you log out or zone 
- Fixed the double messages received when "Soandso's song ends" 
- Mend should be working properly. "Can not use Mend for x seconds" can 
still appear, but you now should be able to use mend at the appropriate 
- Fixed bug in the client that caused a "You are out of Ammo message" 
even when you still had ammo 
- Messages should no longer be lost while you are zoning 
- Corpses that are made to appear at the "safe spot" of a zone for any 
reason can now be moved using /corpse as long as the person using the 
command has /consent for that corpse 
- Added "AllLuclinPcModelsOff" line to the eqclient.ini file which, if 
set to TRUE, will skip the loading of all of the Luclin PC models 
(except the Vah Shir, which always gets loaded no matter what this is 
set to). This should allow players to set the loading of each race and 
sex individually for their normal game play, but then quickly turn all 
models off for a raid or other such circumstances 
- Added /rtarget function (can be used as /rt). This function targets 
the last character to send you a /tell. It follows all of the rules for 
- Messages sent to you while you are zoning should be saved and sent to 
you when you reach the other side of the zone. Messages should no 
longer be lost while zoning (unless zoning takes more than about 10 
minutes for any reason) 
- You should be able to keep typing whatever you were in the middle of 
typing when you zoned... but it might not be processed till you're in 
the new zone 
- If someone is on your ignore list and they do a /random, you 
shouldn't see it anymore 

** Pathing ** 

- Corrected some pathing in Ak'Anon that was preventing some NPCs from 
reaching certain areas 
- Corrected some pathing issues in Acrylia Caverns 
- Corrected a problem with the entrance from Hollowshade Moor into 
Paludal Caverns that was preventing Beastlord Warders from entering the 

** Miscellaneous ** 

- Many cases where characters would stab themselves with their weapons 
when sitting should have been eliminated.
- Player characters no longer broadcast their location when they are 
stationary. This should reduce the resources used and improve gameplay.
- Fixed a problem that was causing some users to see blocky, unblended 
terrain where terrain types meet.
- Critical hit messages from spells now take into account PvP damage 
calculations. The actual damage was calculated correctly, it was just 
displaying wrong on the critical message.
- Fixed canoes, they should move forward and backwards normally again.
- We have been working to prevent characters from being stuck in the 
game after link death in such a way that prevents the player from 
logging back in. Players should be able to log back in no more than 5 
minutes after going link dead in all situations.
- Added Sharvahl as a "home zone" for Vahshir when taking PvP racial 
faction hits into account .
- We have fixed the ATI flashing problem that some players with certain 
cards were having when inventory window was up.


March 21, 2002  3:00 am

Contact buffs have once again been disabled for bards to prevent songs 
from locking up 

- Fixed a bug that was causing the "Soandso begins to cast a spell" 
message to not display 

- Fixed the bug that was causing the last hit message for another 
player to be displayed even if you had other's hits off 

- Added more info to the /hitsmode help 

- Added another option to the /hitsmode command to allow users to force 
the windows to be displayed even if empty 

New Hitsmode Usage: /hitsmode    
Where: is 1 to force the window to draw even if empty. - Changed it so hitsmode windows do NOT draw when in "normal" old UI mode (e.g. spellbook) - Fixed a bug that was giving bards an error message related to /targetgroupbuff every time they zone. ("This ability does not work with bard songs.") ..................................................................... ------------------------------ April 5, 2002 3:00 am ------------------------------ ** Graphics Engine Update ** - S3 video cards: We've worked around a shortcoming in the S3 drivers that fixes the overlapping or "cutout" looking interface graphics. - All Hardware TnL cards: More optimizations and performance increases. ..................................................................... ------------------------------ April 9, 2002 ------------------------------ ** EverQuest Pricing Increase ** Due to the increased costs of running the EverQuest game service, we will be increasing our subscription rates in April. Effective April 25, the new monthly subscription rate will be $12.95/month. We will continue to offer discounts from the new rate plan on multi- month subscriptions. The new price for a 3-month subscription will be $35.85 and a 6-month subscription will now be $65.70. You don't have to do a thing; you will automatically be migrated to the new billing structure under your current subscription plan when your current subscription plan expires. HOWEVER, for a limited time only (from April 10 through April 24, 2002), you may extend your current subscription for an additional 12 or 24 months by signing up for the new EQ 12 or 24 month plan - and reap great savings off of the new rates: * Extend for 12 months for $109 US - and get a 30% discount off of the new monthly rates! * Extend for 24 months for $190 US - and get a 39% discount off of the new monthly rates! Now is the time to lock in these rates, so don't miss out. For more information visit www.everquest.com/rates ** NPCs and Items ** - Non-pet NPCs will start to return items they don't care about. This will occur over time as zones are updated. ** Spells ** - Pet healing spells now have a Cure Disease effect - Cancel Magic is now available to Beastlords - Fixed the research recipe for Nullify Magic to match that listed in Lore Malignancy - Spell icon for Mental Corruption is now yellow (self only) - Spell icon for Valor of Marr is now yellow (self only) - Spell icon for Bonds of Tunare is now green (AoE) - Spell icon for Engorging Roots is now red (consistent with other druid root spells) - Omakin's Alacrity now shows a spell message when cast - Chilling Embrace should now be 'curable' with spells that cure poison - Druid Ancient Spell scrolls should now scribe the correct spells in your spellbook ** Items ** - Tarmok Battlestaff now looks like a staff in inventory - Shield of Mental Fortitude should now have a visible graphic - Aqualung has been changed. It should have 20 charges, and it shouldn't suddenly drop to one charge. If you have one of the broken aqualungs, you may contact your GM for a replacement - Sathir's Wand should be working - Tishan's Kilt is wizard usable only (it was never intended to be used by druids) - Shield of Auras should now stack with Clarity and will no longer require a component. It should also be usable by Iksar - Venomous Axe of the Velium Brood proc effect is now level restricted - Necrasaur Hide Boots and Petrified Wood Great Staff have had some stat modifiers changed, previous modifiers were invalid values - Spider Silk Whip and Spider Silk Handwraps are now primary and secondary equippable - Sigil Earring of Veracity effect is now a right-click effect - Flute of Eternal Night is now usable by the Vah Shir - Deepcarver Plate Bracer can now be equipped - Pearl of Dread should no longer look like a bag when equipped - Twisted Bone Earring can now be used by Gnomes, Dwarves and Half Elves - Everriculum can now be used by Barbarians - Changed the name of the scroll for Bond of Death to match the name of the spell - Changed the name of the scroll for Renewal to match the name of the spell - Shield of the Creator can now be used by Iksar and Dark Elves - Rod of Identification should be working now - Tribal War Mask and Boots should be usable by the same races and classes that can use the rest of the armor ** Zones ** - Warders and Familiars should now be able to zone from the Bazaar to the Nexus - Fixed a 'safe spot' in Paludal Caverns - Fixed a few pathing issues in Sebilis - Fixed a 'safe spot' in Chardok - Fixed a pathing issue in Tenebrous - NPCs in Sanctus Seru no longer show fear (or are affected by such spells) - You should now be able to zone from Marus Seru to Mons Letalis while on your horse - Familiars should be able to zone from the Qeynos catacombs to the city with their master. - Delival in Shar Vahl should be a lot less violent ** Trade skills ** - Gnomish spirits are now available in Shadowhaven - Added a few trade skill vendors to Rivervale ** Miscellaneous ** - Skiffs were fixed with an earlier patch and should be working now - The EverQuest Team *** News from the Vale *** Clan Death Fist has long had a minor presence in the Misty Thicket, preying on the Halfling farmers and tradesmen. Recently the Death Fist Clans numbers in the thicket have increased and the Orcs are cutting down trees and mining the rock of the nearby mountains. Reports have come in to Rivervale that the Orcs are shipping the lumber and ore to the commonlands and stockpiling it for an unknown purpose. Whatever the Deathfists agenda, their increased presence has made the thicket a more dangerous place beyond the protective wall. Not far from the tunnel that leads from the Misty Thicket to Rivervale lie mysterious cursed ruins. All that remains of what once stood at these sites are fragments of walls that are presumed to have been constructed around the same time as the nearby ruined tower. An ancient magical scarecrow stands at the center of one of these ruins and warns passers by that the place is cursed. It is a popular belief among the halflings of Rivervale that the crumbled walls once surrounded beautiful and fruitful gardens that were cursed when their owner and caretaker offended the Gods. Whether or not this story is true, the scarecrows warning is true as the gardens are host to diseased vermin and the animated corpses of fallen halflings who were brought to the there and buried after their death by an unknown evil. With the Goblin Clan Pickclaws now occupying a portion of Runnyeye Citadel the number of Goblins now residing in the Misty Thicket has grown. These somewhat exiled Runnyeye Goblins have been mining Crude Iron Ore from the nearby mountains and are most likely attempting to forge weapons and armor to use in a goblin revolt to reclaim all of Runnyeye Citadel from the Pickclaws. With enemies to all sides these semi-exiled goblins are being far less troublesome than they have the potential to be. ..................................................................... ------------------------------ April 23, 2002 3:00 am ------------------------------ NOTE: We are unable to patch "code" right now because we are in the middle of making some changes to the basic structure of the game. This will delay fixes for system bugs and updates (such as Alternate Advancement Abilities and /commands). Please be patient until we can get these much-needed changes finished. Because these changes affect things such as the database that stores player characters, we're taking care to make these changes the right way. ** Items ** - Faun hooves are now stackable - Storm Reaper Initiate Scimitar is now magic - Moss Toe Bracer is no longer Lore - Bracer of the Stoutdeacon is no longer Lore - Infected Rat Livers are no longer No-Drop - Shadowsong Cloak now also grants a hit point bonus - Sambata Boulder now has a range value and can be thrown - Spear of Foresight no longer has a range value (it is primary hand only) - Rod of Identification now has 20 charges - Patriarch Claws can now be used by Beastlords - Crystalline Silk Threads are now stackable. ** Spells ** - Casters of slow spells recently given a disease component (such as Shiftless Deeds and Turgur's Insects) should no longer attract undue attention to themselves. - Raised the price to purchase Phantom Plate scroll to be more in line with others of that spell line - The following Spells are now usable by Beastlords: Serpent Sight(19), Enduring Breath(29), Levitate(39) and Talisman of Tnarg(53) - Changed the way Circle of Summer stacks with other spells - Changed Torrent of Fatigue so that it actually replenishes stamina for the caster instead of taking it away - Cure Blindness should work now - Changed Koadic's Heightened Focus to better stack with other mana regeneration spells ** Trade Skills ** - Cazic Thule tradeskill items are no longer No Drop ** Quests ** - Halfling Toes should now be available - The Dark Elven Cleric Guild Summons should show the proper text now - The Dark Elf Wizard Guild Summons should show the proper text now - Unholy Silk Bracer recipe should be correct now ..................................................................... ------------------------------ May 8, 2002 3:00 am ------------------------------ ** Items ** - We've made some changes that will cause a few proccing items to be out of charges after the patch. Players with such items will need to petition and ask a GM to swap the item out with a new one - Focus items using the "Naki's Pernicity" effects should now be working as intended - Focus items that affect a spell's duration should now work for clickable items - It should be impossible to equip an item that will reduce your hit points by more than your maximum hit points. Also, hit point reduction items should not lower hit points below 1 - Tinkered Compass now adds the appropriate bonus to the sense heading skill - Hit point bonuses on food items should be working ** Spells ** - Higher level familiars should once again survive when their masters go invisible, Abscond or Evac - Fixed a bug that was preventing the Lesser Familiar mana regeneration component from working - Familiars no longer cause damage to their master upon death - Familiar buff remains after the caster uses the /pet get lost command to remove the visual representation - Torrent of Fatigue should be working properly now - Allure of the Wild has had its level cap raised to make it a useful upgrade - Umbra has been improved to give a slightly higher AC benefit - A character can no longer trade with an NPC when invisible. Character must turn visible before starting the trade - Characters can no longer scribe a scroll that they can't cast due to deity restrictions - Invisibility should now remain after a link death - Theft of Thought will no longer give mana when cast on PC classes that do not have mana (in PvP or in a duel) - Drain/Share spells can no longer be cast on players on blue servers, and can no longer be cast on group members on PvP servers. Spells Affected: Succession of Shadows, Crippling Claudication, Mind Wrack, Degeneration, Zevfeer's Theft of Vitae, Torrent of Hate, Torrent of Fatigue, Torrent of Pain - Spirit Armor scroll no longer lists Shadowknights as a class that can use it (they couldn't anyway) - Bard AE songs now have vertical limit of 50 feet. This is also the case for Mass Group Buff - Gating and porting while in tree form should no longer cause crashes - Removed all "Begins to cast X spell" text from procs - Resurrection request box will now reset if you open another window while it is up, preventing a problem where a character is unable to be resurrected if he has the res box up and he loots a mob or opens a trade window - Fixed a bug with lifetaps that would cause people around a lifetap to see, "You feel drained..." instead of "Fippy feels drained..." - Issues with Healing seeming to be delayed have been fixed (see Spell Filters) - Fixed a bug that was causing "soandso's song ends" to show up as "he's song ends" if the bard was targeted, "it's song ends" if not targeted - Divine Glory received a small upgrade to make it more in line with the spell series ** Spell Filters ** - Issues with healing seeming to be delayed should be fixed. The problem was with filters that allowed players to ignore spells that were hitting them. The following changes were needed to fix this issue - Player characters will now always see spells that hit them and spells they cast - Players with the Group option set for PC spells will see the start spell casting messages for people in their group and they will also see when member of their group are hit with spells - Players with the ALL option will still see all PC spells and spell hits ** Spell Stacking ** General stacking changes: Some buffs were not being allowed to stack which now will stack, and other buffs were being allowed to stack which should not have. For example, many stacking problems with spells that have a See Invisible or Levitate component are now gone (e.g. Dead Man Floating), while a number of stacking exploits that granted too much regeneration, too much offense (ATK), too large of a damage shield, or too many hit points have been fixed. Here are some of the details: - Vision abilities (natural or spell-granted) should no longer cause spells to fail to take hold - Bard songs should in general overwrite fewer spells - Harness of Spirit no longer stacks with spells that grant Strength or Dexterity boosts. It was never intended to do so - Harness of Spirit and Avatar should now stack properly - Call of the Predator and Warder's Protection should no longer stack - Arch Lich should no longer overwrite innate racial vision abilities - Levitate and Dead Man Floating should no longer conflict - Dead Man Floating should no longer conflict with any vision abilities (natural or spell granted) - Spirit of Eagle should no longer cancel Levitation/Levitate spells - Fixed a stacking exploit with Armor of Protection and Armor of the Risen - Focus of Spirit should no longer overwrite Visions of Grandeur - Focus of Spirit should now stack with the Whistling Fists effect - "Circle of" Druid spells should no longer stack with their Resist counterparts. - Shroud of Spirits and the Cloak of the Akheva should stack properly now - Cantata of Soothing should no longer overwrite Clarity spells - Cantata and Chorus of Replenishment should no longer overwrite Acumen - Bladecoat no longer overwrites Clarity II - Lower level druid group buffs should now be less likely to overwrite higher level buffs - Avatar and Force of Nature will no longer stack - Ancient Feral Avatar should now stack properly ** Alternate Advancement ** - Improved Familiar should now be better than Greater Familiar - Fixed a bug with Permanent Illusion that was causing the caster to see his illusions drop when zoning, even if others continued to see the illusion - Trolls and Iksar no longer receive double regeneration ability from AA abilities - The Archetype skill Casting Deftness will no longer supercede the Class specific Quick Buff casting time reducing skill. Note that at this time there is a maximum benefit to casting time bonuses of a 50% reduction - Casting deftness was changed to reflect the increases presented by the in-game help (5, 15 and 25%) - Turn Summoned should now work on all summoned creatures, not just pets. The text should correctly say that there is only one level for this ability - Improved Reclaim Energy now works with the epic pet - Fixed a crash bug caused by Call Corpse - Alternate Advancement abilities that affect a spell's duration should now work for clickable items - Quick Summon should now work for Call of the Hero and Manifest Elements - Quick Summon also changed to match the benefits presented by the in- game help ** Skills ** - Increased the velocity tolerance for the Hide skill. This may slightly improve the functionality of the Evade skill - Poison should no longer be interrupted - Sneak only breaks when a character is hit, not when he hits someone - Fixed a bug that was causing a problem when Pick Pockets was used before Beg had refreshed. Beg and Pick Pocket use the same timer, so now using Beg or Pick Pocket will cause both buttons to gray out - A message is now displayed and skills are properly reset when a rogue breaks sneak and/or hide because he is looting a corpse - Beastlords should function like other hybrids when casting in melee ** Zones ** - The Hole now uses Kunark-level Mez/Charm/Taunt rules - Petrified humerus should now be available - Zones where mounts cannot be summoned will now remove mounts when they enter the zone - High level NPCs can now be taunted in Cazic Thule - Random frame lag in Guktop and Oasis should be fixed - Fixed a pathing problem in Tenebrous Mountains - Fixed a pathing bug in Paludal Caverns - Fixed pathing exploits in Chardok - Fixed a pathing exploit in Cazic Thule - Fixed a pathing exploit in Acrylia - Fixed a pathing bug in the Tower of Frozen Shadow - Fixed a pathing bug in Fungus Grove - Fixed a spot where characters could get stuck in Twilight Sea - Moved the Permafrost 'safe point' closer to the zone line - Addressed an issue with an aggressive NPC that appeared outside of the Arx Building in Sanctus Seru -Modified the Vyzh`dra the Cursed spawn trigger to make the various incarnations more accessible -Modified several NPCs in the temple of Ssraeshza to address the disparity between melee and caster effectiveness in the zone ** Quests ** - Adjustments have been made to the 8th Coldain Prayer Shawl quest - High Priestess Alexandriana should be working properly now ** Tradeskills ** - Added over 1,000 new tradeskill recipes for all levels of skill, along with many recipe books. A few of the vendors of Norrath might be able to get you started on your way - Added Mortar and Pestle to a Thurgadin merchant - Rubbing Alcohol is now available from a vendor in Thurgadin ** Guilds ** - Fixed many bugs with the guild system, for example: GMs can now rename guilds without the need to destroy and recreate them, guilds can have names that share the first 15 characters with another guild (they couldn't before) and people should no longer experience random guild kickouts when a guild on their server is deleted/reformed. ** Pets ** - A character may now have a horse, a pet and an Eye of Zomm at the same time - /pet attack range has been limited to prevent its use as a targeting tool. Asking pets to attack targets outside the range will generate a "not a legal target" message - Pets will once again tell you who they are attacking by sending its master a /tell - Pet attack animations should now be working for all pets ** Chat Channels ** - Players can specify a chat channel as their default channel using the /channel commands (e.g. /channel chat mychannel) - The 'old' method for setting the default channel is also now saved in the INI file - Kick and Invite should be working for chat channels ** Horses ** - Potions now work while on a horse - Skeletons can now ride horses (meaning: PCs should be able to mount and ride horses while changed into a skeleton) ** Miscellaneous ** - Fixed a bug that was causing the AFK flag to sometimes not be visible to players entering a zone after it was turned on - Made some adjustments to factions to make Beastlords, Druids and Rangers (as well as small adjustments for Vah Shir) a little better liked by animals (those that don't adhere to a faction) - No updates are sent when the player character is not moving, saving resources. We've also increased the rate that position updates are made by moving player characters, using up some of those saved resources but making movement a bit smoother - Stationary NPCs should no longer warp when they aggro/summon - NPCs who shout names while they Death Touch should be fixed - Teleports arriving in some zones should spread the arrivals out a bit more. Affected zones are Nexus, Skyfire, Emerald Jungle, Butcherblock Mountains, South Ro, Greater Faydark, Tox, North Karana, West Commons and Lavastorm - Fixed the bug that was preventing players from seeing the "your spell is interrupted" or the NPCs spell interruption message - Fixed the issue with boats depositing players at the safe point of the zone after zoning - Fixed the strange floating NPC bug (seeing NPCs floating in the air after zoning) - /cry is now working - /consent %t should allow the consented character to drag your corpse - Target Nearest NPC (F8 by default) has been fixed. ** Sullon Zek Rules Change ** We have increased the number of character that can be created on an account to three. These characters, however, must be on the same team ** Firiona Vie Rules Changes ** Since the launch of Firiona Vie we have had tremendous support for this special server from players who want a very roleplaying immersive environment. Players have made numerous suggestions to tweak the ruleset a little more. We have taken many of those suggestions and made changes accordingly. We will be keeping the following rules intact: * /ooc will remain unavailable to remind people that acting in character is strongly recommended. * The Common language will remain out, to help maintain the feeling of race-based community and to allow people to continue to roleplay someone with a native tongue. * The Trivial Loot Code and all of the special rules for no-drop items will remain. This has worked out nicely for the sense of community on the server. * The one character per account restriction will remain. However, we will be removing the following restrictions: * Anonymous/roleplay flags will no longer be required. They will remain available, but forcing anonymity on characters was causing undue problems finding groups and other such things that are essential to enjoyable gameplay. * The language learning limit/speed restrictions will be removed. While the idea of limited languages seemed like a good idea, this is another item that was just making it too hard to actually play the game. Roleplayers that don't want their characters to be overly literate always have the option to play their characters that way. * /shout and /auction have returned to unrestricted use to allow easier grouping and selling. People are welcome to filter those channels if they prefer not to see them, but the benefits of having them availabe is just too great. /ooc will remain disabled on this server. Obviously, acting in character on any channel is strongly recommended. * Alignment restrictions has been removed. Forced restrictions for grouping make playing the game too much of a chore. Characters, however, may always decide who they wish to group with based on any factors the character perceives. If your Dark Elf won't group with a paladin, he doesn't have to (and shouldn't). If your cleric of Quellious wants to heal a necromancer because healing people is the right thing to do for him, then you should be able to do so. But not allowing these things is a restriction on your ability to play that character 'in-character', and a real hindrance to general gameplay. Again, it's important to understand that this is still a roleplaying preferred server. The rules that we are changing were often as much of a restriction to one's ability to roleplay as they were a help. And the artificial barriers to grouping, especially the trouble created in just finding a group, needed to be removed to allow people to actually play the game. ..................................................................... ------------------------------ May 10, 2002 2:00 am ------------------------------ - Bard instruments should once again improve the effects of their songs. - Corrected issues with a few of the recently added trade skill recipes. ..................................................................... ------------------------------ June 6, 2002 3:00 am ------------------------------ ** Gameplay ** - In hopes of providing more things for more people to do, certain raid level encounters in the world now return to existence a small amount faster than they used to. This was actually included in lastnight's patch but was not mentioned. - To address the competition between epic-seeking bards and other classes, the infamous White Dragon Scale is no longer used in the quest given by Karam Dragonforge in Rathe Mountains. The quest now requires a White Dragon Hide. We did not reduce the rate at which White Dragon Scales enter the world, but rather added new potential for the new White Dragon Hide to be found. ** Focus Items ** - Spell casting time foci should report their new casting time properly. - Spell duration foci designed to affect DoTs (the Affliction line) should now work reliably. - Spell duration foci affecting beneficial spells are no longer random. They now always extend the affected buffs for their maximum. (We never wanted to make it harder to time your buffs.) - The Affliction focus line should now only be affecting spells that do damage. - Bards should no longer get focus item messages that weren't actually affecting them. - We've re-assigned quite a few of the focus items to have their originally intended effect. All of the same items have focus effects. However, as many people noticed, quite a few effects were mis-assigned due to a tools error. (Common, mid level items were frequently being assigned high level effects, and vice versa.) This situation has been fixed, and the items now have the effects that we originally planned for them. ** Firiona Vie ** - Your server should once again have Trivial Loot Code enabled. Sorry for changing the rules on you. ** Chat Channels ** - Should once again work reliably for people who are using NAT or IP Masquerading via certain networking devices. - The EverQuest Team ..................................................................... ------------------------------ June 12, 2002 ------------------------------ ** NPC Spell Caster Changes ** - NPCs are now bound by spell casting distance rules, meaning that an NPC's spell will no longer connect from halfway across the zone - NPCs now have a chance to be interrupted by normal combat when casting newer spells - NPCs that are much lower level than their target have had their potential casting damage reduced using a similar mechanic to the one that player characters' level differences use - NPC Wizards no longer have an inherent bonus to their fire and cold based spells - Most NPCs that had previously had their spellcasting level inflated to make up for poor spell selection have been brought back into line with their actual level - NPCs no longer automatically get free access to rarely dropped spells, such as Garrison's Superior Sundering and Funeral Pyre of Kelador. ** Spells ** - True North now works while on horseback - "Harmonize" songs should now last 12 minutes - PC Enchanters will always resist their own single-target mesmerization spells. - Player characters will no longer use mana on targeted spell casts that do not connect due to Line of Sight - The Bind/Cast Sight line of spells now works as it used to. You do not need to have line of sight to your target to use this spell. - The sight effects granted by illusions should now remain when someone with permanent illusion zones ** Items ** - Stanos' Pouch has had its charges increased to 20 - Blessed Knight's Mask is now tradable - Mask of the Grimling Hunter is now wearable - Faun Flute is now usable by Vah Shir - Shrouded Boots are now magical - Pickbringers Chainmail is now usable by Gnomes - Acrylia Reinforced Armor is now usable by short races - Crystal Chitin Leggings can now be used by rogues - Sacred Grimling Fishing Spear can now be used by all rogue races and can no longer be used by bards - Dark Animist Gloves can now be used by Vah Shir - Kylong Chestplate can now be used by Rangers, Dwarves, Halflings and Gnomes - All Kylong armor is now usable by Vah Shir, Barbarians, Trolls and Ogres - Marr's Sustenance should provide the proper effect now - Shadowhaven Faction Amulet should be more useful now - Wind Spirits armor can now be worn by Half Elf bards ** Pets ** - Familiars and Warders will once again disappear when their buff is clicked off - Restored the range limit on /pet attack - '/pet notaunt' and '/pet no taunt' turn taunt off - '/pet taunt off' turns it off as well - '/pet taunt on' turns taunt on instead of toggling it NOTE: '/pet taunt' still toggles taunt as it did before - '/pet health report' reports a pet's health - '/pet health' also reports a pet's health - '/pet stand' causes the pet to stand up - '/pet sit' causes the pet to sit down ** Quests ** - Loremaster Borannin should be responding properly again ** Trade Skills ** - Improved many of the smithed Acrylia items - Large Blocks, Blocks, and Small Blocks of Magic Clay are now stackable - Brick of Deathsteel Ore is now stackable - Several blacksmithed cultural armor set pieces have received a slight improvement to their armor class. - Tarnished and Fine Steel Weapons may now be recycled into ore by placing them into a forge with a water flask. ** Miscellaneous ** - Resurrection timers have been fixed, they count down as normal - NPCs that began regenerating too fast after the last patch have been fixed - The EverQuest Live Team .....................................................................