View Full Version : Greatest EQ myths/urban legends.
h0tr0d (shaere)
07-08-2010, 10:32 PM
Just was bored, thought of this...
For me the number 1 had to be anti-camp radius.
Also heard today "dying gives faction".
Anyone remember others?
Goobles
07-08-2010, 10:40 PM
Female characters are actually played by females irl.
shalll
07-08-2010, 10:42 PM
/q summons your body
or you use to contact a GM
Phallax
07-08-2010, 10:42 PM
Spin when casting so you dont get interrupted.
Cribanox
07-08-2010, 10:49 PM
/ex is extra experience.
Fargus
07-08-2010, 11:05 PM
Mayor Gubbin drops Jade Reaver.
Nocte
07-08-2010, 11:07 PM
The story about the eBay character asking the necro for SoW actually happened.
Qaedain
07-08-2010, 11:57 PM
Spin when casting so you dont get interrupted.
Man, I still do this. It's totally illogical, but I can't help it.
h0tr0d (shaere)
07-09-2010, 12:59 AM
It actually is what I did as well with casters, because alot of times you run to a spot, cast , and you actually weren't completely still as you interrupt yourself. If you spin, you ensure you've stopped and you don't interrupt yourself. It works...
Nocte
07-09-2010, 01:07 AM
It actually is what I did as well with casters, because alot of times you run to a spot, cast , and you actually weren't completely still as you interrupt yourself. If you spin, you ensure you've stopped and you don't interrupt yourself. It works...
This.
guineapig
07-09-2010, 07:24 AM
Also it makes the particle effects look cooler in some cases.
Ripcord
07-09-2010, 10:15 AM
Looting corpses makes mobs respawn faster
FatMagic
07-09-2010, 10:47 AM
Looting corpses makes mobs respawn faster
I heard this so many times on Live.
I think random rare spawns like Bilge and the Ancient Cyclops cause the most myths.
Like how many different strategies have you heard for these spawns?
Lucrio40
07-09-2010, 11:35 AM
The dance around the room to get the frenzied ghoul to spawn was great. Had people swear up and down it worked and claimed they had 2-3 frenzies spawn at a time.
Malrubius
07-09-2010, 11:55 AM
An entire system of tunnels and stuff under Freeport and Qeynos. Oh wait.
Straif
07-09-2010, 12:05 PM
In North / East Freeport in a basement of one of the buildings there is a dog named Scraps that will agro... never seen it myself but heard it's real.
Malrubius
07-09-2010, 12:15 PM
In North / East Freeport in a basement of one of the buildings there is a dog named Scraps that will agro... never seen it myself but heard it's real.
That's real. The first time I explored FP was with a level 5-ish woodelf. Took the long journey across the ocean, and assumed I was safe in the city to explore for awhile before taking the trip back home.
I went into the wrong basement...and never did find my corpse.
Phallax
07-09-2010, 01:40 PM
Looting corpses makes mobs respawn faster
Haha heard this one the most in Oasis with crocs.
Overcast
07-09-2010, 01:47 PM
/ex will show you how much experience you have.
And /q for a list of quests you can do.
:O
Arclanz
07-09-2010, 02:58 PM
In North / East Freeport in a basement of one of the buildings there is a dog named Scraps that will agro... never seen it myself but heard it's real.
Scraps is in the basemenet of Hallard's resales, or another nearby building. I saw him last night but he wasn't aggro.
The only time i heard that /ex shows your experience points was in the old bazaar when folks were using tricks to get other traders booted so they could get theirs up.
The urban legend I remember is looting mob corpses otherwise they won't respawn.
h0tr0d (shaere)
07-09-2010, 03:10 PM
Lol yah loot your corpses people! I also did the dance, but mostly because we got super bored camping jboots in najena, after 30 hours you get loopy.
I also used to tell people /ex and /q ... alt f4 was a great one...
OngorDrakan
07-09-2010, 03:25 PM
Megalodon in Lake Rathe being a huge shark and scaring people who were swimming in the lake. You yell out about him being spawned and that every 50 aviaks spawn one. Back in the day people would get really mad that you shouted it in the zone because they'd be swimming or on a boat going kind of slow and they'd be nervous. I was nervous! Then I found out they took him out in Beta, but nobody really knew. Speaking of Lake Rathe, what a great zone.
Aarone
07-09-2010, 04:21 PM
I think random rare spawns like Bilge and the Ancient Cyclops cause the most myths.
Like how many different strategies have you heard for these spawns?
I lost track somewhen around 2003....
azeth
07-09-2010, 04:54 PM
Speaking of Lake Rathe, what a great zone.
Prince Krymt Kerroppi has been up for a while now, I had never seen him in Live
edit: now that i think of it, I've seen a fair amount of ultra rare spawns I never saw in live.
h0tr0d (shaere)
07-09-2010, 05:18 PM
what about Bahkhuna?(sp) in east karana, some named spider dropped a spider silk mask. Think it was beta only!
Asinine
07-13-2010, 11:09 PM
Gotta do more research on this when i get home but several years ago a man blew his head off with a shotgun after loosin his well geared lvl 60 character
mmiles8
07-13-2010, 11:51 PM
Does anyone know where the burned woods are this week?
guineapig
07-14-2010, 10:14 AM
Trivial loot codes. People swore up and down that it was implemented in all sorts of zones back in 2001 but I don't think any of them had any proof.
At the time it was only in the Warrens, and later in Stonebrunt I think.
Omnimorph
07-14-2010, 10:22 AM
I used to think that having the "right" angle whilst facing the mob increased the success rate of hitting it with melee... in a way... i sort of still do :p
Droxx
07-14-2010, 10:50 AM
I used to think that having the "right" angle whilst facing the mob increased the success rate of hitting it with melee... in a way... i sort of still do :p
Well you sure don't want to hit them at the "wrong" angle!
Itchybottom
07-14-2010, 12:21 PM
Snare and root broke early, or had more of a chance to resist while it was raining was one I used to hear back in '99.
Groi Guttblade was once a year spawn in EQ time
When I created my first half-elf druid on live, there was some necromancer in Qeynos Hills that was slaughtering the guards, the Millers, everything. I ate a lot of deaths having no guards and being a newbie. When I finally got to level 6, I was sitting behind the ruins to regain HP/mana, and he told me he'd give me 30pp if I'd just go somewhere else. I asked him why, and he said Pyzjn won't spawn if I'm there due to the anti-camp radius. I made a deal with him, that he'd let me loot all of the weapons from the guards if I didn't go near the ruins. I made 370pp that day.
Also, Pyzjn and Varsoon couldn't be up at the same time.
Pyzjn would spawn if a gnoll showed up on the hill near the ruins that night.
Giving mobs copper and junk before engaging them lowered their agility so they were easier to hit.
Invisibility reduces aggro radius of things that see invisible to you.
guineapig
07-14-2010, 12:43 PM
Giving mobs copper and junk before engaging them lowered their agility so they were easier to hit.
I think there has to be some truth to this.
While that method you mention is extremely silly and unpractical, there are plenty of debufs that lower the strength and agility of mobs. I can only imagine that the reason these exist is to make the mobs hit for less and get hit for more. In other words, their agility would also be affected by armor class rules.
astarothel
07-14-2010, 01:10 PM
Having the recipe book for a tradeskill in your inventory increased your chance for associated skill gains.
azeth
07-14-2010, 01:11 PM
Yes, being encumbered lowers your agility, but we have no reason to think MOBs are affected by encumberance.
guineapig
07-14-2010, 01:36 PM
Having the recipe book for a tradeskill in your inventory increased your chance for associated skill gains.
I will confess that I had the recipe book for jewelry crafting open while skilling up on this server. :o
Shaun421
07-14-2010, 02:26 PM
I used to think that having the "right" angle whilst facing the mob increased the success rate of hitting it with melee... in a way... i sort of still do :p
I'm sure that it really doesn't exist in the code but I still swear that possition does seem to matter. I cannot be the only one who could stand there attacking a mob and miss 20 times in a row, but as soon as I turn 10 degrees to the left or something I start connecting for maximum damage.
And can I ask, is the "right" angle facing about 30 degrees to the left of the mob?
frefaln
07-14-2010, 02:32 PM
I'm sure that it really doesn't exist in the code but I still swear that possition does seem to matter. I cannot be the only one who could stand there attacking a mob and miss 20 times in a row, but as soon as I turn 10 degrees to the left or something I start connecting for maximum damage.
I've got to chime in here and agree. And you're right, I'm sure some might look at the code and swear that positioning doesn't matter (beyond the obvious of having to face the mob), but I've had experiences very similar to the one you describe. However, in my case it's usually not about degrees left or right, but positioning on hills. I can't tell you how many times I've stood on a hill or zone wall, looking down at a mob while I'm fighting it, and I miss constantly until I reposition myself to be eye-level with it.
I'm leaving room for the possibility that all those cases were just a countless string of coincidences, but there will always be doubts in my mind. Hell, if a PC sometimes tells you that 2.0 + 1.0 = 3.00001, it's possible that DirectX algorithms can go awry when just the right conditions are met.
guineapig
07-14-2010, 02:37 PM
Well mobs do get riposte and parry chances from the front. I'm not sure how far to the side you have to be for you to be able to cancel out these abilities but the game is coded in a way that melee DPS is increased when the mob is not facing you directly.
EDIT: Never mind, I see what you're saying. I would assume that you are taking your own riposte and parry hits into consideration as well.
frefaln
07-14-2010, 02:55 PM
And BTW, after reading my last post I realize it sounds like I'm suggesting Z-axis positioning must have some sort impact on hit rate. I'm not. Obviously I don't know all the code involved with swing attempts, for all I know it could boil down to merely 1) checking angle to ensure you're facing the target and 2) that you're within the required radius to hit the target. And if that's the case, and since I don't get any error messages when fighting on those hills, it really could be a countless string of coincidences that I miss so much.
Rimson
07-14-2010, 07:09 PM
That's real. The first time I explored FP was with a level 5-ish woodelf. Took the long journey across the ocean, and assumed I was safe in the city to explore for awhile before taking the trip back home.
I went into the wrong basement...and never did find my corpse.
I lost my first characters corpse there too.
mmiles8
07-14-2010, 07:23 PM
Trivial loot codes. People swore up and down that it was implemented in all sorts of zones back in 2001 but I don't think any of them had any proof.
At the time it was only in the Warrens, and later in Stonebrunt I think.
This was real, it was just exclusive to the Firiona Vie server. I played there.
frefaln
07-14-2010, 08:22 PM
Myth: offhand weapon swings are linked to/dependent on the delay/swing/hits of the primary weapon. Note: put a lightstone in primary to see this myth debunked.
Regarding the myth that looting corpses helps things spawn faster:
It's not that silly of a thought, at least not with dynamic/roaming mobs. I'm sure each zone has variables tracking 1) the max number of "active" mobs the zone can contain, and 2) the current number of "active" mobs (if they didn't you'd see thousands of pumas in EC by 5:00 AM EST). I put "active" in quotes because the server doesn't care if the mob is dead or alive — dead is just a state, one of many. That dead mob is still active as an instance being tracked on the server (i.e. occupied memory), so it's not crazy to think the original Devs would've counted dead mobs toward the max mob count for the zone. Had they gone that route it would've indeed been true that cleaning up corpses resulted in faster respawns of roamers.
Anyway, I'm not saying the myth is true — I'm just saying it could've easily gone that way and it's not all that far-fetched.
Mournblade
07-14-2010, 10:18 PM
I used to think that having the "right" angle whilst facing the mob increased the success rate of hitting it with melee... in a way... i sort of still do :p
I swear there is a sweet spot. There has to be.
mmiles8
07-14-2010, 10:29 PM
If you were an NPC, I'd find your sweet spot.
jyaku
07-15-2010, 01:21 AM
that when a craftable item is trivial you can't fail making it.
oldhead
07-16-2010, 03:05 AM
The dance around the room to get the frenzied ghoul to spawn was great. Had people swear up and down it worked and claimed they had 2-3 frenzies spawn at a time.
hahah, we used to do the popcorn dance.
The whole group would sit/stand as fast as they could to try and get frenzy to spawn.
Was so fucken LOL after hours and hours in that camp nukkas got silly.
Vangorr_WAR
07-17-2010, 03:38 AM
My personal Favorite was being told as a noob Max begging and you will get rich like 100pp per beg 1 out of 3 times. So i spent months on end Maxed it most i yielded was 2pp sigh =/
Feather
07-23-2010, 09:01 AM
The 10,000 ways to get the sand giant for the jboots quest to spawn.
Remiel
07-23-2010, 09:39 AM
this is a myth which i still believe to be true... from personal experience.
You lose HP quicker from 50% to 0% than from 100% to 50%.
By that i mean you get hit for more often, and also at max damage more likely when you are at say 20% hp compared to say if you are at 90% hp.
I always believe this is true. for example I can kill a blue con mob which got me down from 100% hp to 60% hp, and i thought i can kill another one before i had to rest, and ended up dying.
guineapig
07-23-2010, 10:29 AM
this is a myth which i still believe to be true... from personal experience.
You lose HP quicker from 50% to 0% than from 100% to 50%.
By that i mean you get hit for more often, and also at max damage more likely when you are at say 20% hp compared to say if you are at 90% hp.
I always believe this is true. for example I can kill a blue con mob which got me down from 100% hp to 60% hp, and i thought i can kill another one before i had to rest, and ended up dying.
There is some truth to this actually. Since you get an agility penalty when your hitpoints fall below a certain %. This in turn effects your armor class. So yes indeed you will get hit for more damage and more often from 0-50% than you would from 50-100%.
Lowlife
07-23-2010, 12:01 PM
That you regen hp or mana faster if u sat in water.
Bubbles
07-25-2010, 01:27 AM
Yes, being encumbered lowers your agility, but we have no reason to think MOBs are affected by encumberance.
People still argue all the time as to whether skills like smithing go up based on your STR or INT or WIS or whatever.
From my extensive use of tradeskills on live and other emus, I've come to the (albeit uninformed) conclusion that having a high WIS will give you more successful attempts on average, but raising of skill seems entirely random from what I've seen.
I've almost always trade skilled on a High Elf of one form or another, and I've noticed a far better success % in crafting with them (high wis/int) than I do with elves and dorfs and the like with whom I'd fletch or smith with. I still swear Bubbles is the best smith I've ever had, and her base STR is like 75 or so.
so /shrug. Maybe we'll never fully know, unless the devs wanna slap some code and debugs on us. :)
But ppl would surely argue about that in the EC tunnel for hours.
Bubbles
07-25-2010, 01:29 AM
People also used to claim that a weapon in your offhand will proc far more than one in your mainhand.
Course that might actually be true.. /shrug.. I don't play classes that can't bind and gate. :)
guineapig
07-25-2010, 02:18 AM
People still argue all the time as to whether skills like smithing go up based on your STR or INT or WIS or whatever.
From my extensive use of tradeskills on live and other emus, I've come to the (albeit uninformed) conclusion that having a high WIS will give you more successful attempts on average, but raising of skill seems entirely random from what I've seen.
I've almost always trade skilled on a High Elf of one form or another, and I've noticed a far better success % in crafting with them (high wis/int) than I do with elves and dorfs and the like with whom I'd fletch or smith with. I still swear Bubbles is the best smith I've ever had, and her base STR is like 75 or so.
(I will preface this by saying that I have not done extensive research so I could be wrong.)
All tradeskill skill ups are (at least supposed to be) based on which ever is highest: wisdom of intelligence). It did not however have any baring on your success rate and was never supposed to. Success rate is purely determined by your current skill versus the trivial skill level of the item you are attempting to craft.
Smithing is the exception to this rule in so much that strength can also be taken as the primary stat when determining skill ups in smithing. This was done so that warriors and other melee classes don't get completely boned by their lack of intelligence / wisdom when it comes to such an important skill for them.
Source: http://www.eqtraders.com/articles/article_page.php?article=g256&menustr=030000000000
Allizia
07-25-2010, 04:33 AM
Target someone rich looking and do /d for a donation
bluejam
07-25-2010, 10:23 AM
http://www.fohguild.org/forums/mmorpg-general-discussion/35658-eq-cheaters-nostalgia-eq1s-greatest-exploits-rumors.html
/closethread
Excision Rottun
07-27-2010, 01:32 PM
Target someone rich looking and do /d for a donation
I loved doing that at EC tunnel.
hepofaus
07-27-2010, 02:55 PM
The Bixies in EC are dropping Rubicite.
guineapig
07-27-2010, 03:46 PM
http://www.fohguild.org/forums/mmorpg-general-discussion/35658-eq-cheaters-nostalgia-eq1s-greatest-exploits-rumors.html
/closethread
Been looking through that thread. It starts out with a few rumors then ends up just being page after page of exploits.
frefaln
07-27-2010, 03:56 PM
Here's the first P99 urban legend: that the P99 devs/GMs don't give an inside edge to their inner circle of buddies. A thread was just created minutes ago which pretty much proved most of Wrathful Inquisition used exploits in SoD, and sure enough that thread disappeared. It wasn't locked, wasn't moved, just plain deleted.
In short: P99 is no better than SoD. It's a bunch of kids trying to act like professionals ("non-disclosure"? LOL!) while completely guilty of rigging the game.
Oh, and Rogean? Hope you're reading this, because I still have the phone # of the guy from TX who called me with threats after GM-Secrets gave him my personal info. You and others involved in P99 can still be held legally liable.
mmiles8
07-31-2010, 09:49 AM
People still argue all the time as to whether skills like smithing go up based on your STR or INT or WIS or whatever.
From my extensive use of tradeskills on live and other emus, I've come to the (albeit uninformed) conclusion that having a high WIS will give you more successful attempts on average, but raising of skill seems entirely random from what I've seen.
I've almost always trade skilled on a High Elf of one form or another, and I've noticed a far better success % in crafting with them (high wis/int) than I do with elves and dorfs and the like with whom I'd fletch or smith with. I still swear Bubbles is the best smith I've ever had, and her base STR is like 75 or so.
so /shrug. Maybe we'll never fully know, unless the devs wanna slap some code and debugs on us. :)
But ppl would surely argue about that in the EC tunnel for hours.
All tradeskills will pick the higher of your int/wis, unless that tradeskill has a secondary stat, and that stat is higher that your int/wis.
SOME tradeskills have a secondary stat.
Blacksmithing is STR
Fletching is DEX
Poison Making is DEX
That's all.
The only benefit you get from the higher of your Int, Wis, or [secondary stat] is a chance to skill up on a failure. The higher the stat, the higher your chance to skill up when you fail. Someone who is naked and has a hypothetical 100 in every stat has twice as much of a chance to skill up on a success as they do on a failure, as a point of reference.
The only thing that affects your success rate is your skill level and the trivial of the item you're attempting to combine.
http://www.project1999.org/forums/showpost.php?p=93649&postcount=13
http://www.project1999.org/forums/showpost.php?p=104156&postcount=14
Marsinger
09-07-2010, 06:45 PM
All tradeskills will pick the higher of your int/wis, unless that tradeskill has a secondary stat, and that stat is higher that your int/wis.
SOME tradeskills have a secondary stat.
Blacksmithing is STR
Fletching is DEX
Poison Making is DEX
That's all.
The only benefit you get from the higher of your Int, Wis, or [secondary stat] is a chance to skill up on a failure. The higher the stat, the higher your chance to skill up when you fail. Someone who is naked and has a hypothetical 100 in every stat has twice as much of a chance to skill up on a success as they do on a failure, as a point of reference.
The only thing that affects your success rate is your skill level and the trivial of the item you're attempting to combine.
http://www.project1999.org/forums/showpost.php?p=93649&postcount=13
http://www.project1999.org/forums/showpost.php?p=104156&postcount=14
true
there's also a EQ Dev post over at eqtraders.com confirming this
Heavydrop
09-07-2010, 07:02 PM
That killing Bixies in the commonlands would cause Griffins to spawn. There may be some truth to this if they're all on the same spawn table (or whatever its called)
I remember when I first started playing in Freeport in '99 that people would be shouting
"DON'T KILL THE BIXIES! IT WILL MAKE GRIFFINS SPAWN!"
Personally I don't think it is true
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