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Video Game / EverQuest


Any unlucky player

EverQuest (1999) is a highly popular Massively Multiplayer Online Role-Playing Game inspired by DikuMUD, a Dungeons & Dragons textual multiplayer game. It is famed for being highly addictive and having an excellent social environment. It's also one of two games that really put MMOs on the map, sharing the title with Ultima Online, and the model it used for high-end play has been the model used in almost every other game since, even World of Warcraft. It has also spawned many Expansion Packs, a sequel game in EverQuest II, a novel series, and a film is in the works.

EverQuest has been around for so long that balance between new players and long term players is becoming a real problem. Most newbie characters (in the EQ lingo, "toons" or "chars") actually belong to veteran players who give them castoff gear from their max level mains, i.e. "twink". If you're below level 60 and actually new to the game, you're nothing besides useless to a group full of twinks... but that's okay because nobody groups in the lower levels anymore anyhow, and mercenaries were added to the game to help players play solo.

Set in the fantasy land of Norrath, you start as a racenote  and pick a character class note  (which classes are available are restricted by race). Technically you have a hometown, but you start in a tutorial dungeon and then head straight to Crescent City (assuming you didn't just make Crescent City your hometown, which the game strongly encourages you to do). After perhaps hundreds of hours of Level Grinding and quests, you can reach a level where the wildlife, highly aggressive to your innocent adventurer, won't kill you in seconds. This can be sped up much by having a team member or five.

Many comics poke fun at the MMORPG scene but http://www.gucomics.com/ got their start from it. And although The Noob pokes fun at other MMORPGs, you better believe that EverQuest is its primo target.

EverQuest has a sequel, EverQuest II. 2004 saw the release of a (mostly forgotten) RTS adaption, known as "Lords of Everquest". There's also a tabletop version of EverQuest and a couple of tie-in novels.

Not to be confused within the series of author-to-player interactive RPGs from tgchan.

This game provides examples of:

  • Acceptable Breaks from Reality: Typical for a video game involving magic, elves, and divine entities, but of a more mundane note, food and drink are generally accepted as a necessity. Failing to keep food and drink in your inventory eventually results in stamina drain. This can prevent you from jumping, which is only a minor concern. Of greater impact is the fact that being hungry and thirsty prevents health and mana from regenerating naturally, which can be a bigger problem. However, you cannot die of starvation or dehydration.
  • Aliens Speaking English: Despite never having had contact with Norrath prior to the expansion opening, the inhabitants of Kuua (Omens of War) speak and understand the Norrathian Common Tongue.
  • All There in the Manual: A lot of the storyline that goes along with the expansions isn't readily available to players, or at best has to be pieced together bit by bit as you learn the lore.
  • And Your Reward Is Clothes: Subverted. Technically yes, you get rewarded for most things with clothes, but since your gear directly affects your stats, it's entirely functional.
  • Another Dimension: Any of the various planes.
  • Arbitrary Minimum Range: The game has a minimum range (usually 10 meters, just outside of melee combat for most monsters) required before anyone can use a ranged weapon such as a bow or throwing knives and shurikens.
  • The Artifact: This is very prominent in EverQuest. As the expansion packs mount up, old world content is increasingly useless - it's now possible to get armor dropped from random monsters better than the stuff you had to go through extensive questing to get back in the old days. Many zones, especially dungeons, lie abandoned for various reasons. Sometimes Sony reworks a dungeon to increase the level (this was notably done to Splitpaw and Cazic-Thule). However, since EverQuest isn't designed well for solo play, people all hunt in the same few zones since all the other players are there, rendering most of the game an artifact.
    • "Hail" itself is something of an artifact - it was made the standard greeting back when the game encouraged roleplaying and players to use medieval terminology.
  • Artistic License Linguistics: Subverted by SOE themselves. A lot of fans criticized the content of the Gates of Discord and Omens of War for "nonsense names". Actually, SOE had put quite a lot of work into giving the worlds a Sumerian feel and even partially based the names off what little is known of the Sumerian language.
  • Asskicking Equals Authority: Most of the strongest raid bosses are in power because they're strong enough to force their will on others. The gods are a prime example of this.
  • Authority Equals Asskicking: On the other hand, in any NPC faction, it's virtually guaranteed that a mook's military or social rank will directly correlate to higher level and thus more ass-kicking potential. The strongest enemies in the game are often generals, kings, nobles, and lords.
  • BackStab: The class-defining ability of the Rogue class.
  • Bad Powers, Bad People: Necromancers and Shadowknights in the original game had to worship an evil God, which meant some very severe faction hits if you were of a neutral (Human, Gnome, Erudite race.note ) Of course, as mentioned above, old-world factions mean jack-squat now.
  • Big Bad: Most every pack came with its own. The original game had Vox and Nagafen. Kunark added Trakanon. Velious had Kerafyrm. Gates had Tunat` Muram Cuu Vauax. Omens had Mata Muram. And it just keeps on going.
  • Big Boo's Haunt: LOTS of them. In just the initial EverQuest, there was Befallen, Lower Guk, the Estate of Unrest, and Mistmoore Castle. Those are entire zones - many zones had smaller Haunts (for example, the spectre tower in the Oasis of Marr). Ruins of Kunark added Kurn's Tower, Kaesora, and the City of Mist. Scars of Velious added more still... and it just keeps on going.
  • Big Creepy-Crawlies: It's an ongoing joke how most of the natural wildlife (wolves, panthers, snakes, etc...) are normally sized, but the bugs are all monstrous.
  • Black and White Morality: Qeynos Guard vs Bloodsabers, Order of Marr vs Freeport Militia
  • Body Horror: Many of the so called "creatures" of the Legion of Mata Muram were intentionally subjected to horrifying mutilations in order to heighten their own hunting skills and malevolent influences.
  • Bond Creatures: Beastlords .
  • Bottomless Bladder: Played straight for players. Not always so true for NPCs.
  • Blood-Stained Letter: There is one that drops from mobs in the Dead Hills which urges you to leave the country and never come back.
  • Breast Plate: Mainly averted. EQ is generally quite realistic about plate mail and chain mail armor for female characters. Some of the cloth armor and almost all of the leather armor for females plays the trope straight. EQ got its reputation for filling the Breast Plate trope because characters without armor quite literally run around in their underwear, and because for years most of the advertising of the game heavily featured the skimpily dressed Firiona Vie.
  • Canon Discontinuity: In terms of the lore and history behind the world of Norrath, things are split up into two categories. First is that anything actually found inside EverQuest, EverQuest II (up to a certain point in time for its own storyline with EverQuest), and EverQuest Online Adventures is official canon to the games. There's also the tabletop Pen & Paper versions of the games, which have much more detailed stories and lore, but aren't considered canon unless it's also covered in the game.
  • Cast from Hit Points: Indirectly. Both Necromancers and Shamans have a line of spells that convert health into mana, which can then be used to cast spells.
  • Cat Folk: The Vah Shir
  • Chekhov's Gunman: The Priest(s) of Discord. Around from the earliest days as a method of opting into Player Vs. Player on non PvP servers, they suddenly became very important shortly before the Omens of War expansion was released.
    • Meldrath the Malignant was a gnome necromancer rangers had to kill for a mid level armor quest when the game launched. 8 years later, it was revealed that that Meldrath was a decoy, and the real Meldrath became a high end raid target.
    • Fippy Darkpaw is a gnoll whose only reason for existence is to howl at the entire zone that he was coming to Qeynos, which he did and was promptly killed by the NPC guards there if an adventurer didn't get him first. It is a canon running joke that he is spawning again for the 5 billionth time to quickly die. Many years later, he reappears elsewhere as a powerful boss, determined to get revenge on Qeynos and become a demi-god. Funnily enough, the wimpy version of him still appears, threatens everyone and quickly dies.
  • Critical Hit: At lower levels, warriors gain the innate ability to critical hit. Other melee-oriented classes can gain the ability much later on. Offensively-aligned spell casters can also critically hit with their spells.
  • Collection Sidequest: Quite common.
  • Continuing Is Painful: EQ used to have one of the nastiest, if not the single nastiest, continue penalties in all of gamingnote . However, ever since SOE took over from Verant, the penalty has gotten steadily less painful, with the exp loss reduced and corpse runs fully done away with. See Death Is a Slap on the Wrist below.
  • Convection Schmonvection: Lava hurts. Quite a lot in some zones. However players can float or jump right over it without any problems.
  • Damage Discrimination: Usually. Most monsters will not harm friendly monsters, though there are a few cases where they do, such as a raid encounter where the boss is harmed by steam blasts from his guards, requiring players to make sure the guards are aiming at him.
  • Damager, Healer, Tank: One of the first to start using the trinity, though it also adds crowd control classes to the mix.
  • Death Is a Slap on the Wrist: Death results in actually losing XP. Not much anymore, though. And corpse runs have been done away with.
  • Deity of Human Origin: Zebuxoruk, the "Ungod" of Knowledge. It is said that he was born a Human, and he found the secret to obtaining godhood, but for some reason or another, sooner or later, will revert back into a mortal Human. He's reverted back and forth so many times that he's lost count. He was even imprisoned in the Plane of Time for the express purpose of making sure that his knowledge of how to obtain godhood would never be shared with mortals. The consequence would have catastrophic effects on the universe if everyone suddenly became a god themselves. When Mayong Mistmoore managed to become a god later on, he quickly proved to everyone exactly what they were all fearing.
  • Did You Just Punch Out Cthulhu?: Averted. While it's possible for the players to battle and even defeat the gods on their own home planes, doing so requires an army of players all equipped in powerful artifacts and wielding advanced magic. In fact, most deities have the ability to simply snuff out the life force of any mortal on their plane, commonly called a "Death Touch," though they can only perform this attack once every minute or so.
  • Difficulty Spike: One of the things that's gotten more pronounced in the latter days of the game. Nowadays EQ holds your hand through your newbie days... and then suddenly kicks you in the nuts right around the time you hit level 25. In the old days, the game was happy to kick you in the nuts the second your brand-new character spawned, though, so this is actually a small improvement...
    • As the updates go on, the difficulty spike kicks in at a higher level.
  • Down the Drain: Kedge Keep is entirely underwater. Siren's Grotto in Velious also has large sections under water. Some zones, such as the Qeynos Sewers have significant underwater areas.
  • Dual Wielding: Warriors, Rangers, Rogues, Monks, Bards and Beastlords can all do this
  • Easter Egg: Tons and tons of them, too many to list them all. But we'll hit a few of the bigger ones...
    • In the Qeynos Sewers, some graffiti say "Aradune is Stinky". Aradune was the character of the original game's creator Brad McQuaid.
  • Eldritch Location: Korafax.
  • Elemental Plane: The game has a bunch of these. Indeed, an entire expansion is called "The Planes of Power", and contains something like 15 different planes. And there are more planes from other expansions.
  • Enough to Go Around: It's not uncommon for the target of a quest to drop 3 or 6 copies of the needed quest item, even if that item is a hand or a head.
  • Expansion Pack: Many many of these. They churn them out so often. As of March 2016, there are 22 total.
  • Feelies: The retail versions of the game's expansion packs all came with a cloth or paper map of the world of Norrath, focusing on the new area of that expansion. Planes of Power went one step further and included a figurine of Firiona Vie.
  • Fetch Quest: By the bushel.
  • Floating Continent: Several, usually as high end raiding zones. First there was the Plane of Sky, a set of eight connected islands floating above East Freeport, with progressively harder monsters to fight as the raid force advances through each one. In the Planes of Power expansion, one could eventually enter the elemental Plane of Air, {called Eryslai: the Kingdom of Wind,) home to Xegony, Queen of Air, late in the expansion's storyline. The Buried Sea featured Solteris, the Throne of Ro, a plane which functions as Norrath's sun, and the setting of the final showdown against vampire deity Mayong Mistmoore. Finally, Secrets of Faydwer introduced Fortress Mechanotus, a massive floating continent constructed by Meldrath the Malignant, which is comprised of six zones and plays host to the majority of the expansion's quests and raid encounters.
  • Forced Level Grinding: There is a reason the game is sometimes called "NeverRest".
  • Forced Tutorial: OK, it's not really forced - only forced if you want decent armor and weapons.
    • If you're not an Iksar or Vah Shir, then you can do the newbie armor quests. They offer better armor anyway, and you can usually get the complete set by level 15, with most pieces available by level 10.
  • Game Within a Game: "Gems" — a Bejeweled ripoff to pass the time while meditating/healing/looking for group. Came about during the era when Continuing Is Painful was the norm.
  • Good Powers, Bad People: Clerics (the strongest pure healing class in the game) can worship three of the four nastiest gods. Overlaps with Pragmatic Villainy, as a Shadowknight who dies because he isn't receiving any heals isn't a very effective shadowknight.
  • Grey and Gray Morality: Velious, specifically the feud between the dwarves of Thurgadin, the giants of Kael Drakkel, and the drakes of Skyshrine. Deciding which of these three factions your guild would ally with was a major part of the end-game raiding dynamic. note 
  • Hand of Glory: Parts of a Hand of Glory are spread amongst the building wings of Charasis. Once assembled it acts as the master key of Charasis, bypassing the need to pick the locks every time you visit.
  • Helping Would Be Killstealing: MMORPGs such as EverQuest and World of Warcraft are the Trope Namer. In these games, killing monsters is a main source of personal growth for your character. If a monster attacks you and hurts you, you normally do NOT want someone to save you. If an NPC is being attacked by multiple people or parties, whichever group construct ends up removing 51% of the monster's health actually takes the kill and its loot.
    • This is even worse in EverQuest. While in World of Warcraft, you typically get XP based on the damage you did, in EverQuest, whichever group did the most damage to the enemy got all of the experience. Furthermore, in World of Warcraft, the first player to attack an enemy "tagged" it and was allowed to get the loot even if someone else killed it, while in EverQuest, the person that gets the XP also gets to loot.
  • Hopeless Boss Fight: Kerafyrm in the Scars of Velious expansion. He had insane HP and attack power for the time and was not intended to be defeated, instead utterly destroying your raid party and the inhabitants of Skyshrine, then disappearing from the game until he resurfaced as the killable Big Bad in Secrets of Faydwer.
    • Each server could only wake up the Velious version of Kerafyrm once, and that was it. The guardians keeping him asleep dropped very powerful weapons and armor that everyone desired. The first servers who woke him up soon found that he permanently killed those guardians and the loot they dropped. Despite its hostile environment full of griefers, the Rallos Zek PVP server was among the very last to wake him up. The top 3 strongest and largest guilds actually banded together to kill Kerafyrm. It came down to little more than a zerg rush. You die, you get rezzed, you grab your weapon off your corpse, and you go back in to die again. In the end, he was killed. He had no loot table.
  • Humans Are White: Yes, all Humans are white - there's one human male model that looks like it could have some Asian features, though it's hard to tell (faces are low resolution). Instead of having black humans, they made the entire race of Erudites black skinned.
  • Interface Screw: The blind spell and alcohol. Certain bosses try to pull these off now and then.
    • Taken up to 11 when the game was first released. The UI was rendered alongside the rest of the graphics in the game, so being blinded also hid your health, inventory, and even your chat window! This meant that being blinded effectively rendered you deaf as well.
  • I'm a Humanitarian: Every playable race drops meat that can be used in baking to make food that gives stat bonuses applicable to the race. Dark Elves and High Elves give bonuses to casting attributes (Int, Wis, Cha), Trolls and Ogres give bonuses to physical stats, etc.
  • Invulnerable Civilians: Both averted and played straight. There are plenty of unkillable NPCs, mostly to prevent players from being unable to start or complete a quest involving that NPC. However, there are also plenty of civilian NPCs that are very killable, even inhabitants of player character cities. Also, an entire city full of snow dwarves will be massacred if the players fail an event to protect the city from attacking giants.
    • Of course, the aversion in the original wound up with many players suffering their first death by accidentally attacking their guildmaster. Since the keystroke for attacking was 'a', and if you forgot to hit enter before you started typing your dialogue...
  • Item Crafting: The crafting system in the original version was not very player-friendly. Especially in the old days. There was a blacksmithing guide entitled Click Your Way to Carpal Tunnel Syndrome.
  • Jack-of-All-Stats: Humans in both games.
  • The Legions of Hell: The Muramites.
  • Loads and Loads of Sidequests: The game is ALL ABOUT THIS. It has Quest in its name! The majority of the thousands upon thousands of quests found in the game are sidequests compared to the few quests actually relating to each expansion's storylines.
  • Mad Scientist: Meldrath the Malignant and Velketor the Sorcerer
  • Massive Race Selection: Sixteen in total. Barbarians, Dark Elves, Drakkin, Dwarves, Erudites, Frogloks, Gnomes, Half Elves, Halflings, High Elves, Humans, Iksar, Ogres, Trolls, Vah Shir, Wood Elves. Have fun making those characters.

    Mind you, that's only the playable races. Just for fun, here's a list of some of the non-playable races: Aviak, Bixie, Brownie, Burynai, Centaur, Cyclops, Djinn, Gnoll, Goblin, Giant, Kobold, Lizardman, Muramite, Orc, Shadowed Man, Vampire.
  • Master of None: Bards have abilities and skills that make them a mix of almost every other class in the game. They can wear plate mail and dual wield swords like a Warrior, have a run speed buff like druids and shaman, can heal, can restore mana, charm, and mesmerize Non Player Characters like enchanters, do damage over time like necromancers, direct damage like wizards, have lockpicking skills like rogues, etc.
  • Munchkin: Munchkinism fairly quickly became the standard way to play the game. It's hard to remember back in the days when roleplaying was actively encouraged in the instruction manuals and in the game itself, and "twinking" (higher level characters giving lower level ones gear and weapons better than anything they could get for themselves) was extremely discouraged.
    • Lampshaded: One NPC has the following response when you ask him about his quest: "Well I haven't figured out that part yet. I guess I'll slay a dragon, maybe save a princess or two. You know the normal stuff. I don't want to get too crazy heheh, you know like calculate which weapon is the most efficient and debate over it in public forums to no end."
  • Myth Arc: Starting with The Scars of Velious expansion, every expansion has had one.
  • Nay-Theist: Despite there being verifiable gods that interact with their followers (whom they usually physically created), half the classes can choose not to follow ANY god; at game start this was the safest choice, faction-wise. Divine casters (aka the healing classes and their hybrids) and evil classes don't have this option.note 
  • Neglectful Precursors: The Combine Empire was seen as this for a long time. The truth was a little more complicated
  • Nice Job Breaking It, Hero: In the Dragons of Norrath expansion, killing Yar'Lir unleashes a curse upon The Nest, making things a whole lot more unpleasant.
    • Played a second time in the very next expansion, Depths of Darkhollow. Killing Mayong Mistmoore, the expansion's Big Bad, propelled him to godhood, whereafter he proceeded to wreak havoc upon Norrath's pantheon of deities until being put down for good in The Buried Sea.
  • Ninja Looting: This was a big problem in EQ's early days, back when it was run by Verant Interactive. It can still be a problem sometimes. For group mobs for about two minutes after you kill something, only those in the group can loot it, after that it is open to anyone. Raids tend to mostly be in zones restricted to just those in the raid, which is normally your guildmates, so that tends to be pretty safe.
  • Nintendo Hard: Ahh, the old days. The next time someone in your WoW party complains when you wipe and have to run all the way back to the dungeon, try telling them that in original EQ, you did the same thing, but not as a ghost - nope, you were alive. And naked, because all your equipment stayed on your corpse until you retrieved it. From in the middle of all the nasty things that killed you the first time. No arrows or minimaps, so you'd better remember exactly where you were. If you were unlucky enough to forget to get somebody to cast a bind spell at the nearest city, you might be facing a run across a continent, too. It was not unusual to die several times trying to retrieve your corpse. Oh, by the way, every time you die, you lose experience points. Including de-leveling. At higher levels, the ratio of amount lost to how long it would take to get it back got more and more dire. At the high levels, things became insanely stressful. People had breakdowns.
    • The most difficult was the Plane of Fear. Zoning in, you would very soon be attacked by a large group of enemies. Without a large strong force, you would die. So, if you died inside Plane of Fear, you would run back, enter the zone and die again. Guilds would die inside, attempt to retrieve their corpses (which had their gear on them, and without the gear you are far weaker than normal) and die repeatedly again. The most powerful guilds would often wind up assisting weaker guilds by "breaking" the zone for them (that is, kill off most of the NPCs near the zone in area so others could enter without quickly dying). And Plane of Fear was not the only zone with this.
  • Nobody Poops: Averted. Kaladim has a giant statue of a dwarf above the entrance, and an NPC sends you off to kill kragploom aviaks because they keep perching on the statue and then pooping on it.
  • No Fair Cheating: In response to the rising power of players and the possibility of single groups or even solo players gaining enough power to tackle raid-scale content, the developers instituted a mechanic wherein anyone over level 51 that attacks (or even heals an attacker of) Lord Nagafen or Lady Vox, two of the raid-tier dragons from the original game, will immediately be teleported out of the dungeon.
  • Non-Mammal Mammaries: Similarly to the Breast Plate trope, Everquest does a relatively good job averting this. EQ has three major non-mammal races - Iksar, Froglok, and Sarnak. The female Iksar have a slightly hourglass shaped figure note , but no actual breasts. Female Frogloks just have slimmer heads and color schemes ranging more towards pastels. Sarnaks aren't a playable race and don't have separate gender models.
  • Nostalgia Filter: A lot of people have this for early EQ. Sometimes, it's genuine "it was better when it sucked" sentiment. Sometimes, it's a desire to return to a time when their class was part of the Holy Trinity and groups could not twitch without them.
    • Interestingly enough, this has led to the rise of privately-run EverQuest servers that seek to scale back some of the more recent expansions, including a very popular one that intends to limit content to the first three expansions, the last of which was released in 2001.
  • Not-So-Harmless Villain: Guess who one of the major end bosses of the Underfoot expansion is? Fippy Darkpaw.
    • You know how Nillipus (that brownie who wanders around Rivervale) says, if you kill him, "I put a curse on your soul and a pox on this land"? He. Wasn't. Kidding. By the time EverQuest II takes place, Rivervale is overrun by Nightbloods and Shadowed Men (essentially The Legions of Hell).
  • Only Six Faces: Literally. Each race and gender had exactly 6 faces to choose from for character customization. It wasn't all that big an issue though, as at release it was still better than most.
  • Order Versus Chaos: Discord slaver legions invading our worlds.
  • Our Dwarves Are All the Same: EverQuest's dwarves are indeed the same.
  • Our Elves Are Better: Played completely straight. EverQuest has the superior High Elves, the woodsy Wood Elves, and the evil Dark Elves. And the Half Elves, who mostly fit in pretty well with the easy going Wood Elves.
  • Our Gnomes Are Weirder: EverQuest gnomes are based heavily on the Dragon Lance tinker gnomes, although they're much more competent (but still blamed for 99% of everything that ever goes wrong.)
  • Our Ogres Are Hungrier: Ogres are big an' stoopid, thanks to a curse. When Rallos Zek tried to invade all the planes at the same time, the other Gods banded together and cursed all the races he created. The Ogres were his favorites.
  • Our Trolls Are Different: Again, EverQuest based their trolls off the Dungeons and Dragons version of them. Tall, green, weak against fire, and the least intelligent of all the playable races.
  • Our Vampires Are Different: EQ's vampires are generally orlokian in design. In the hack and slash Champions of Norrath, the powerful vampires tend to be like Dracula Classic, but most vampires are unintelligent orlokian types with spidery limbs.
  • Passion Is Evil: Each god rules over a different physical or emotional domain, and all are clearly defined as Good, Evil, or Neutral. Among the evil gods are Cazic Thule and his daughter Terris Thule, who controls fear and nightmares, and Tholux Paells, the Demi-god of Lust. Among the good gods are Erollisi Marr is the goddess of Love and Quellious the god of Peace and Tranquility. An interesting note is that the extremely evil Rallos Zek, god of War, created Sullon Zek, Demi-goddess of rage and anger. Sullon herself and her domain are considered neutral.
  • Power-Up Food: Offered through the baking and brewing tradeskills - smoked Wood Elf, anyone? The stat boosts are usually very minor, however, and the best food tends to be an utter pain in the ass to produce, due to the rarity of the ingredients and the zillion subcombines required to make the final product. Want to make a baker cry? Ask them about the Misty Thicket Picnicnote  or the Halas Ten Pound Meat Pie.
  • Punny Name: Oh so many of them. There are whole web pages which list them.
    • One example is the zone "Estate of Unrest" (State of unrest).
  • Quicksand Box: Especially in the early days.
  • Rainbow Pimp Gear: Averted. Initially present, the game introduced armor dye so you could change the color of armor you didn't like.
  • Serious Business: Hardcore raiding players and guilds can be... to put in the most positive term possible, "intense".
  • Sexy Packaging: Firiona Vie was featured very prominently on the artwork of the original game's box and the first 13 expansions. This then stopped abruptly and utterly - box art since then has generally featured the expac's main antagonist.
  • Some Call Me Tim: Lord Doljonijiarnimorinar. Players call him Lord Bob.
  • Stripperiffic: Firiona Vie - the character, not the zone. Any female character without armor equipped. And for the first dozen or so expansions, any female character on the box art.
    • Especially silly in the case of barbarians. The typical barbarian male wears nothing but boots and a kilt, while the average female is dressed the same but also wearing a laced together piece of leather over her chest, and they live in the middle of a region of icy, frozen tundra. Handwaved by making it a part of barbarian culture to defy the cold and prove one's mettle by... refusing to wear a shirt? Silly barbarians.
      • Amazingly, Firiona Vie managed to get more Stripperiffic as time went on, moving from a sports bra to two patches of fabric laced together.
  • The Computer Is a Cheating Bastard: Where do we start...
    • Many mobs are set immune to certain spells for no reason except to screw over the player. Certain named melee mobs, for example are made immune to being immobilized or slowed down, just so they can run up and beat down caster classes, interrupting all their spells. Certain areas have enemies that are not only immune to changes in their movement speed, but also have extremely high magic resistance, just so they can run away from you and train the entire dungeon on you, and you are nearly powerless to stop them unless you are insanely overleveled for the zone. Named monsters tended to be MUCH more powerful then their level would suggest (no elite mob tag here), defeating solo players even when you were far enough above their level that you would get almost no experience. And this is just the tip of the iceberg.
  • Thieves' Cant: Rogues have a special class language called "Thieves' Cant." Only Rogues can speak it.
  • Time Travel: Plane of Time, The Curse Begins, the entire Seeds of Destruction expansion.
  • Touch of Death: Many raid bosses have this as an attack. It happens instantly, and instantly kills the affected player, no save, no possible defense. Many will do this only at the start of the battle, but some can do this every x seconds. Note that death causes loss of hard earned experience.
  • Tree Top Town: Fucking Kelethin, with ramps between platforms that have NO markers to indicate where they are and no railings. Ever. At all. Common side effects of running around Kelethin are dying and increased safe fall skill.
  • Trope Codifier: One can rest assured that EQ popularized just about every single trope we associate with MMORPGs today.
  • The Usual Adversaries: The gnolls. Gnolls aren't much of a serious threat, but they are always, always, always making a nuisance of themselves.
  • World of Buxom: The females from just about every race has the equivalent of a D cup for that race's size. That gnome may have small breasts, but they're huge for a gnome. The female models were developed by a woman who admittedly wanted them to look both heroic and sexy at the same time.
  • You Can't Get Ye Flask: Quests are triggered by certain words. Usually the relevant [words] are enclosed in [brackets] so you know which ones to use, but sometimes the word has to be used in a certain format. It can get quite confusing. Sometimes an NPC gives you a [key word or phrase] as part of a quest reward and if you didn't memorize it right on the first try, you're stuck unless you can find the correct line in a FAQ.
    • In older content, you also had to say the [thing you had to say] in an appropriately meaningful sentencenote . The game could sometimes be unreasonably fussy about accepting things, and so for most later content all you have to do is repeat the bracketed word.
  • You Shouldn't Know This Already: Sometimes if you say the [phrase] that is supposed to get an NPC to work with you on a [quest] before you're either high enough level to work on the quest or on the appropriate step, that NPC will ask you if you don't have any gnoll pups (or similar low level trash mobs) to go slay.

Alternative Title(s): Ever Quest