Guides
Grouping Etiquette
The unwritten rules of EverQuest group play. Invite, camp, loot, and leave with grace.
EverQuest is a group-first MMO. Most of your playtime past level 10 will happen in a 3-6 person group at a dungeon camp. The game's etiquette is old, strict, and earned the hard way — violating it will get you quietly excluded from the next three groups you ask about, often without anyone telling you why.
This guide covers the standing conventions: how to find a group, how to behave in one, and how to leave one without burning the bridge.
At a glance
| Field | Value |
|---|---|
| Standard group size | 3-6 players |
| LFG channels | /ooc, /lfg flag, server Discord |
| Loot default | Need over greed, group leader arbitrates |
| AFK courtesy | Announce + estimated return |
| Wipe etiquette | Senior player calls CR plan |
Before the group
- Set your LFG flag. Use the in-client LFG tool plus a periodic
/who all <class>check. - Advertise in
/oocwith level and class. "51 Wizard LFG anywhere" is enough. Don't spam. - Be patient. Tank groups form fast. Cleric groups form instantly. Bards, Druids, and Wizards sometimes wait longer.
- Check faction. If you're rolling a non-canonical race-class and the group is in a zone your race can't reach safely, you'll hold everyone up at the entrance.
- Be ready. Spells memorized, buffs up, food and drink in inventory before you accept the invite.
Joining a group
- Say hello. "Hey, thanks for the invite." Five seconds of acknowledgment matters more than people credit.
- Ask the group leader who's pulling. Respect the answer.
- Follow the leader's pace. If they say "hold," hold. If they say "med to full," med to full.
- Don't off-pull or off-assist unless the leader explicitly hands that role to you.
During the camp
- Buff everyone who needs it. Shaman buffs the group. Enchanter hastes the melee and Clarities the casters. Druid throws regen. Don't make people ask.
- Pace yourself to the slowest sustain. Pull pacing should match the Cleric's mana regen, not the puller's pull speed.
- Stay at camp. Don't wander off to explore mid-camp — the group's XP rate depends on your presence.
- Use your assist target. Type
/assist <main assist>and bind it to a key. Open on the MA's target, not your own. - Communicate. "Low mana." "Med break, two minutes." "Need water." "Brb 5." Silence is rude in EQ; silence is also dangerous.
Loot rules
- Dropped class-specific gear goes to the class that can use it. Usually puller and tank get first refusal on their class's drops; everyone else who can use it follows.
- Multiple takers?
/random 0 100. High roll wins. Group leader calls the random. - Rare drops for a class not in the group: ask. Most groups will let you roll if no in-group character can use it.
- Coins usually split evenly. Group leader can declare otherwise at start of camp; if they don't, default is even.
- Announce named drops before looting. "Named is up — this is for any 50+ Cleric, no Cleric here, anyone want it for an alt?"
AFK courtesy
- Announce AFK with a return estimate. "AFK 5 for the door."
- Set a timer. Five minutes means five, not fifteen.
- If your AFK runs long, message the group leader. They may have already replaced you.
- Coming back from a long AFK? Catch up on the camp state before you start casting — you may have missed a CC reset.
Pull pacing
The puller's pace is dictated by the slowest sustain class — usually the Cleric. If the Cleric is at 60% mana, hold. If the Enchanter is re-mezzing the camp's third add, hold. Faster pulling burns out a group within an hour and ends the camp prematurely. Steady pulling at the cleric's regen rate produces 2-3x the XP per hour.
Wipe etiquette
When a wipe happens, the most experienced player at the camp calls the recovery plan: who rezzes, where the gather point is, who summons corpses. Don't bicker, don't blame, just execute the plan. Post-mortem comes after the second pull is back at full HP.
Before leaving
- Give 10-15 minutes notice when you can. "Cleric is leaving in 15."
- Help find a replacement if the group is mid-pull when you leave.
- Thank the group. "Thanks for the group, good fights" — the basic version is fine.
- Don't leave during a wipe. If you have to leave during a wipe, help with corpse summons first.
Common mistakes
- Pulling without being the puller.
- Looting a corpse that isn't yours when corpses default to FFA — always ask.
- Ninja-looting a rare and immediately quitting the group.
- Training mobs to the camp and silently leaving.
- Spamming the group with off-topic chatter during pulls.
- Insulting other players in
/groupor/ooc. - Accepting an invite, then idling at the entrance because you didn't actually have time to play.
On The Last Camp
The server is small. Reputation compounds. Groups form and break over time but the same 200-300 names keep appearing on the LFG list. Your group history is your gear progression — be the person others want to invite back.