EverQuest Culture: Trains, Corpse Runs and EverCrack
“EverCrack”
The game was so absorbing that players and the press nicknamed it “EverCrack.” Long play sessions and all-night raids were part of the legend.
Corpse runs
In classic EverQuest, dying left your corpse — and everything you were carrying — where you fell. You respawned at your bind point with nothing and had to get back to your corpse to loot it, sometimes deep in a dungeon, sometimes needing help from a necromancer or a cleric’s resurrection.
Trains
When a fight went wrong, players ran for the zone line with a string of monsters behind them. The shout “Train to zone!” warned everyone in the path. Pulling a train onto other players on purpose was considered bad form.
Camping and lines
Rare monsters dropped coveted items, so players “camped” spawn points for hours, and on busy servers they even kept informal waiting lists for popular camps.
The social game
Grouping was nearly mandatory, so friendships, guilds and even marriages formed in Norrath. The East Commonlands tunnel served as a player marketplace before in-game bazaars arrived.
Sources: Wikipedia: EverQuest · EverQuest wiki: Corpse
Illustrations are original fan art made for this site, not in-game screenshots.