Getting Started

From Project Lazarus Wiki

Authors: Trilkin, Coriantum, and Sirhopsalot

Initial Setup

You're going to need an eqemulator account if you don't already have one. All of that can be taken care of at http://eqemulator.org. Each forum account can have unlimited login server accounts (the thing you actually log in to the game with; think of them as your game accounts nested under your main forum account,) but after you make your third one, it throttles you to making one new account per week.

My recommendation if you want a quick start with a full boat of six bots is to make two forum accounts with three game/login server accounts each. Each week after, just keep adding accounts to both forum accounts until you're comfortable.

If you already have accounts set up because you played Project99 at some point, you can use the same ones for Project Lazarus (also referred to as PL from now on.) They share the same gateway.

Client Installation

  1. Download and unpack the Project Lazarus client available at https://drive.google.com/file/d/1hN4tyuQpgrjWzbM4zo42f_f99aKvp0TA/view?usp=sharing

NOTE: The client linked above is fully patched as of 5/28/2021. Using this client, you'll only need to patch files that have been posted in discord #patch-files channel with a date AFTER 5/28/2021. The patches listed before 5/28/2021 are for people who prefer to use an existing client they've acquired from else where. The only exception to this is the 4gb virtual memory patch. We highly recommend using this memory patch regardless of where your client is from. https://ntcore.com/files/4gb_patch.zip

  1. Make a shortcut to eqgame.exe in your Project Lazarus folder. Edit the properties of the shortcut and put 'patchme' at the end of the command. You will use this to run PL. You can create a shortcut per account by adding -h /login:login_name at the end also, this will fill the account name automatically and will allow you to have programs icon split instead of stacked (Your shortcut target \eqgame.exe patchme -h /login:login_name)
  2. Steps 2 through 5 are for people that did not download the client from the above link. You'll need to add some patch files that are specific to Project Lazarus. You'll also need to remove some files so you can use the classic version of zones that we are using in place of revamped versions. (ie Nektulos & Bazaar). you can find instructions for that in the #patch-files channel of our discord.
  3. Download and unpack the most recent patch zip file, which can be found in the discord #patch-files channel. https://discordapp.com/channels/548643730714918913/573969966844346368/847823476513308713
  4. Download and unpack the most recent spells file found at http://192.99.254.193:3000/download/spells into your PL folder. Overwrite the existing one.
  5. Delete all of your bazaar* files from the PL folder. Sorting by name in Windows Explorer makes this trivial. Here's a screenshot for clarity in what you should be deleting. Download the new Bazaar files from https://drive.google.com/file/d/1_j-mSqa6pBvEM72rUMHsQTvVWmpY9XrB/view?usp=sharing and unpack them into the PL folder.
  6. Optionally (but recommended,) use the patch program found at https://ntcore.com/files/4gb_patch.zip to patch eqgame.exe and allow it to address 4gb of virtual memory. This will solve almost all crashing issues - especially the ones related to zoning.

You're done! At this point you can use the shortcut you just made and log in and play. If you intend on just dinking around soloing or dual-boxing the old fashioned way, you don't have to do anything else from here. To get the most out of playing on the server, however, you are encouraged to start making your box group. Project Lazarus allows for six bots with an additional Bazaar bot as long as you aren't playing unattended. To that end, the community has provided the tools to make management a lot easier.

Initial Notes On Changes/Additions In Project Lazarus

Project Lazarus, content-wise, is currently a Gates of Discord server with planes to progress into Omens of War by the end of the year. There are some distinctions from vanilla GoD to keep in mind. One of the main ones is that out-of-era AA and spells are available for all classes. This allows for a higher ceiling of power, and some better class diversity.

There are a lot of server specific NPCs and vendors in PoK, and the best advice is to run around and explore (or just check the map.) One of these is Rubrae, the buff bot. She can be found by the big tree near the bank and provides her buffs for free at low levels - and cheaply afterward. All of her buffs are groupwide. With that in mind, however, note that many players keep their bots AFK in PoK to receive communal experience buffs. You can save some plat by /telling a druid, shaman, cleric or enchanter to 'buff me'.

The translocator NPC, Valium, is located in the 'neutral' section of PoK by the large red-orangeish portal. He can send you to most major XP zones in the game just by /say'ing the zone name at him. Hail him for a full list.

There is a skill trainer (Markoris) is also available directly south from Valium. For a fairly hefty fee, he will max out your available combat and casting skills. Generally speaking, it's best to do this once in the mid levels, then again at 65 for cost effectiveness.

Lastly, in the building north west from Valium, there is a corpse summoner (Priest of Luclin) and a rezzer (Grynik.) They will charge a nominal fee for their service.

Buffs on Lazarus don't have a level cap. This means you can get a full set of level 65 buffs even at level 1. Rubrae supplies most of the good ones, but players running MQ2 (most of them) often leave buff requests on.

Diamond Coins and Gold Coins are the two Lazarus-specific special currencies. Diamond Coins are used to buy gear and other desireables and can be bought with or sold for AA levels at Amphrtxi (found at the bottom of the southeast stairs leading up to the Library) as well as looted from mobs occasionally. Gold Coins are largely used for cosmetics and XP potions and are granted by donating real money to the server. Both types of coins are also sold by players. Diamond Coins tend to be sold very cheaply, but Gold Coins - owing to being donation incentives - are more expensive. Check the Bazaar for current prices or make an /auction shout.

Pets are now added to mob aggro tables when they have taunt ON and thus hold aggro like PCs which allow taunting pets to actually do their job. If you're soloing with a pet class, you're now free to actually whack things in melee range as a caster without worrying about the mob turning to you. This can also be useful in groups at low levels if you need to save somebody.

Mobs randomly - and often - drop classic equipment as well as Lazarus' own custom set of starter gear to help gear you. Thanks to the power of the buffs from Rubrae and other players, you don't have to worry about an initial set of gear. Doing LDoN as soon as possible and optionally doing the armor tasks (NPCs found in PoK,) will be more than enough to get you started.

Other Important Notes

If you haven't played EQ1 for a while and/or haven't played on a server where MQ2 is allowed, there a few additional things that will make getting a quick start much easier.

You start with a bunch of free AA abilities. It's recommended you check them out (V key by default) and make hotkeys for them - especially Origin to get yourself back to PoK quickly.

People running MQ2 (basically everybody) will almost always respond to buff requests. Just send a tell of 'buff me' or 'buff my pet' to a class that actually has buffs. Druids and/or shamans have especially good buffs for leveling. If there's a specific buff you want ("Ancient: Legacy of Blades" from a druid or "Maelstrom of Ro" from a mage are very strong damage shields to make the initial leveling easier,) simply send a tell with the spell name to receive it. Don't do this on people who aren't AFK. Be polite.

Relatedly, clerics can supply proccing hammers to pets and players. Send an afk, high level cleric a tell of 'pet hammer' or 'player hammer' accordingly to receive one. Mage pet items are similarly fantastic; send a tell to a magician of 'pet weapon' to get them. Always get the cleric hammer first since it's a main hand-only weapon. If your pet's HP doesn't suddenly jump after receiving items from a magician, send a tell of 'grant spectral plate' in order to get the item to give to your pet manually.

"What should I play?"

If you're intending on purely soloing or dual boxing without bots to feel out or just casually dink around, it's always recommended to play at least one pet class. They are very strong - especially with the items and buffs referred to above. For a duo class, a job that can heal is likely preferred. Druids and Shamans are great as a duo partner, but Paladins can be very strong as well.

If, instead, you intend on a full group of bots to do further end game content, you'll always want a tank, a slower and a healer along with a DPS core that supplements them well. For a very well done visual aid on building a group, refer to this tree made by Anomander Rake.

Tanks

Warrior: The best high end tanks, but also the most gear reliant. Best in a melee-focused group.

Shadowknight: The best snap aggro of the tanks, and the least gear reliant to hold aggro with. Flexible in any group.

Paladin: The best tank for raw DPS as well as some group utility. Best in a caster-focused group due to heavy mana consumption.

Healers

Cleric: Best raw healer for throughput and efficiency. Has a strong HP aura (and can have two auras running with the appropriate AA.) Gets triple attack as well, making them decent melee DPS. Flexible in any group.

Shaman: Best melee-oriented buffs (yay, haste.) Not reliant on Clarity thanks to Cannibalize. Obviously best in a melee-focused group.

Druid: Large spell damage aura and highest personal DPS of the healers. Obviously best in a caster-focused group. Can Dire Charm Animals.

Physical/Melee DPS

Berserker: Extremely strong melee DPS, requires few AA to fully shine.(Decapitation)

Rogue: Very strong melee DPS regardless of level. AA just makes them better.

Monk: Highest ceiling of the melee DPS, but also highest AA requirement.

Beastlord: A good hybrid pet class that has an array of tools while providing decent DPS in their own right. Extremely strong mana regen for the group with Paragon and Focused Paragon AA

Ranger: Despite being 'melee,' they obviously can use bows and function great at range. Extremely strong DPS, mana permitting, also excellent Rampage or secondary tank when your main tank die, cause archery allow you to focus on defensive gear and they usualy 2nd main tank on aggro list.

Caster DPS

Wizard: Burst for days. Aggro magnet for days too, so be careful.

Necromancer: Best sustained DPS of the casters. Can mana pump other casters. Strong pet (natch) and has a decent group heal. Can Dire Charm Undead. Necrotic Pustules makes wonder with SHD lifetap enhancing AA's.

Magician: Great pets. Decent personal DPS. Call of the Hero to summon your group.

Support

Enchanter: Lots of caster-focused utility such as mana regen, aggro reduction auras, and twincast. Provides the strongest haste of the classes which is great for your tank. Still best in a caster-oriented group.

Bard: The premier utility box. Has more or less everything, including overhaste. Also provides more than respectable DPS.

Group Suggestions

There is no META group here, any class can do well, so choose what gives you the most fun and follow the rule to get 1 tank, 1 slower, 1 Healer and prefering a secondary healer mostly to allow easier end game content.

Melee classes are easier to box as they only have to add their abilities as they come.

Caster and Hybrid classes are trickier as each spell upgrade need to mess with your char ini and often you could miss a game changing Spell or AA as they evolve.

Melee Group :

Warrior/Cleric/Shaman/Monk/Bard/Berzerker

This is a standard group comp, as you'll benefit from WAR/CLR/MNK/BER aura giving you +Proc Chance and 60 AC (WAR), +14% HP (CLR), +3% Melee Dmg mitigation (CLR with dual aura AA),+10% Riposte/Parry/Block chance (MNK) and +30% Critical Damage (BER).

SHM will give Haste + Melee buffs (Avatar and more) and Slow, and BRD will allow you to get overhaste, and all the utilities to travel and have some fun.

Any Tank can go inside, but for min/maxing, War should be the best suited for this comp.

Any DPS can replace BER or BRD as they can probably add more DPS than the 30% crit dmg aura or overhaste.

You can transform your group into and AE group when you'll have enough money to buy Fabled Earthshaker, give it to your Tank and watch the magic happen.

Caster Group

Those caster groups are built with stunlocking and PBAE dmg in mind, they can perform well in group vs Boss content, but might struggle a bit on top content before being well geared and AAed.

If you don't care about AEing, you can mix the team as you wish, throwing out ENC/WIZ/MAG for BST, RNG or CLR, but ENC dual cast aura and mana regen still synergise well with solo target caster group.

SHD/DRU/ENC/NEC/WIZ/MAG

The Core of the Caster group is DRU/ENC, DRU aura give a 35% spell dmg (This with spell augmentation are the only one to work on AE spells and Proc dmg), and ENC aura give dual cast, mana regen or hate reduction (can have 2 with auroria mastery AA), ENC will act as slower for the group also and help with mana regen (crystals and 2nd Spire AA).

SHD have really strong AE Hate AA's (Explosions) this help taking aggro at the beggining and allow you ENC to smoothly start his stunlock, you can keep aggro for half the fight without anything else, so if you add a Fabled Earthshaker (hasten the process and make sure you keep aggro) or a Rune Proc Weapon, you should be fine for the entire fight.

NEC/SHD makes a great combo, as Necrotic Pustules Spell synergise with SHD lifetap enhancing AA, making it a devastating AE defensive proc, and transforming you NEC into a reliable secondary healer.

WIZ and MAG can be switched as you wish, since they do both strong AE dmg, you can make 2xWIZ or 2xMAG without significant loss of DPS, but having a mix give you both classe advantage.

MAG have the benefit of having a mix of spell and melee DPS with their pet and can arm your group pet reducing your reliance on PoK (having SHD/ENC/DRU/NEC/MAG with a pet in group adds a nice amount of free damage to the group), they also can help with mana regen by summoning modulation rod.

WIZ can be plugged in any group when they get Kerafyrm prismatic Familiar AA, as it increase by 40% spell dmg making DRU aura less usefull for them, plus they can port you where Valium can't or evac if needed.

PAL/DRU/ENC/BST/WIZ/MAG

Same philosophy than previous group, the main difference being using a PAL as main tank, PAL have a good AE hate AA and some good AE stun to build aggro, but they can do some serious sustained DPS, mana permiting, DPS which gives some side healing also.

This is where BST comes in, with Paragon and Focused Paragon AA, they can feed even the most consuming character and keep it to full mana. So pairing him with PAL makes a great combo, allowing you tank to do massive dmg and easying the job.

BST can try to side heal, but might get some difficulties to do so.

ENC with second Spire can also give enough mana for your PAL, but slightly less than BST, but that would free BST slot to put a CLR for healing.

Classes Synergies :

SHD/NEC because SHD lifetap enhancing AA works on NEC Necrotic Pustules spell, this class combo works very well.

PAL/BST or RNG/BST, both PAL and RNG are great DPS if you Can sustain their mana consumption. BST Paragon and Focused Paragon AA resolve this issue allowing those 2 classes to do outstanding sustained dmg.

The First Few Steps

If you haven't played the game in a while, the tutorial zone is actually a pretty good reorienting area. Try giving Absor some of the ores that drop from mobs in the zone, one of them will give you a nice weapon.It's also a safe place to test your bots and make sure the initial setup for them works. You'll get some starter gear and some experience from the tasks there making it ideal for a solo/duo box player. Whenever you're ready to leave, target Arias and say 'leave.' The tutorial zone is also your initial bind point if you start there. At level 20, it will change to The Nexus if you haven't already changed it.

Upon leaving the tutorial or racial starter zone a good idea - solo or otherwise - is get buffs from an AFK player or Rubrae (at a tree near the bank). Then, you'll want to go to a level ~15-ish area (Kurn's Tower is extremely popular for this as undead don't flee) and let the damage shields do the work. You'll get levels and some starter platinum quickly this way and benefit from the random gear drops. Valium can take you to almost any leveling area - including Kurn's - making the entire process painless. Make sure to pick up your Origin AA so you can get back to PoK easily!

Once you hit level 15, you should heavily consider starting Lost Dungeons of Norrath. This can be initiated by the froglok behind the large bank in PoK. These are semi-randomly generated instances that also provide their own set of rewards to help you gear your characters while giving you very good experience. With buffs, you safely run High risk dungeons for the better experience.

For other leveling spots, check out Almar's Guides and/or EQProgression's guides. They largely give the same information, but you may prefer one layout over the other. EQProgression in general provides a lot of information on all facets of the game. If you have any questions about quests, keying, or raids that aren't custom to Lazarus, it's probably the best place to look.

You can also use the Armour quests (starting level 1) near the teleporter as a structure for where you can level.

I'd also recommend that you level up your tradeskills on at least one character. There are some very good custom recipes, and money comes easily enough. Almost everything is maxed with vendor materials alone.

For more information and resources to help you through the progression process, have a look at the Server Resources page on the wiki.

MacroQuest 2 and E3

Introduction

If you just want to get started, you can skip to the next section. I still recommend bookmarking the links in the following paragraphs.

Most of these instructions are in truncated form from http://lazaruseq.com/Wiki/index.php/MQ2_%2B_E3. That page also contains some additional custom macros as well as bug fixes for E3. This guide only concerns base installation. You are probably already at least familiar with what MQ2 is since it was for dirty, dirty cheaters on Live. Most private servers embrace its use since it allows for QoL features that the admins don't have to try to implement themselves. Crucially, it allows for you to sanely control a full party.

For further distinction:

MQ2 itself is the framework that allows memory injection into the game. With MQ2 are also plugins that actually do the work. Some of them are bundled with the installation; others had to be compiled expressly for that version of MQ2 and distributed separately - usually because they did something Absolutely Verboten like MQ2Warp. I recommend bookmarking the MQ2 wiki at https://www.macroquest2.com/wiki/index.php/Main_Page to have a reference of commands ready.

One of the most important MQ2 plugins is MQ2EQBC as it allows for communication between all of your boxes. It comes with a simple server that you host yourself by just starting a single .exe. This is INTEGRAL to making your boxed bots listen to each other so never forget to start this every time you start MQ2.

E3 is one big, unified set of macros for creating bots (relatively) easily, asking the player to only fill out a file full of settings that define the abilities they want the bots to use. There is a LOT to E3, and thus I do recommend you bookmark its documentation at https://docs.google.com/document/d/1mZMuB3QGwjAwjpxe-SMN13u6zM-lox7IQPkJTQDomWo/edit#. You do NOT have to use E3 if you would prefer to roll your own bots or use RedGuides' builds, but I will assume you know what you're doing if you go that route. The E3 macro is started by default so you'll have to edit files accordingly to stop it.

Installation

  1. Download and unpack https://drive.google.com/open?id=0B4A1w5r540xFbmVTTG5oX01lR0E into its own folder. For cleanliness/sanity's sake, do NOT just drop these files loose into your PL folder. You can put it into a subfolder in PL (I personally do this,) but just make sure these files are in their own subfolder.
  2. Download and unpack ONLY the Macros folder from https://github.com/sirhopsalot/lazarus_mq2_e3/archive/master.zip into your MQ2+E3 folder. Overwrite when prompted. These are updates to E3 as maintained by Sirhopsalot along with contributions from many others.
  3. Download and unpack any desirable additions or bug fixes from the main MQ2 + E3 page.

When you go to play on Project Lazarus, run Macroquest2.exe AND eqbcs2.exe. Both are required or a good chunk of the commands will not work.

Initial Setup

Auto-Login Setup


With thanks to Sirhopsalot!

To greatly speed up logging in your box group, MQ2 offers some extremely helpful autologin features. To get started, run MQ2 and right click on the tray icon. Go to Profiles and then Open INI File. First, we'll want to make sure the base settings are correct. You want them to look like this:

[Settings]
UseStationNamesInsteadOfSessions=1
KickActiveCharacter=1
KickActiveTrader=1
Debug=0
UseAuth=0
UseMQ2Login=0
EnableCustomClientIni=1

Under [Servers], add the following exactly as it appears:

laz=[] Project Lazarus

Now you'll see stubs for defined accounts. Fill them out accordingly:

[AccountName]
Password=AccountPassword
Server=laz
Character=CharacterToLogin

Passwords are saved in plain text, so be wary if your computer is shared and you're paranoid. You also don't have to define a default character to log in if you have multiple characters on that account. It'll just put you to character select. Make sure you make one full entry for each account following the above template.

At this point, you can make separate shortcuts for each account. Edit the shortcut you initially made to start the game with patchme at the end and, after patchme, add:

-h /login:AccountName

A much easier way to do this would be to make a batch file that starts MQ2, eqbcs2 and all six instances for you. Before you start, make sure that file extensions are visible! In any folder on your computer - likely your EQ folder for cleanliness - create a new text file. Edit it and copy-paste the following:

cd /D "C:\EQ1\Project Lazarus\E3_RoF2"
start eqbcs2.exe
timeout 1
start Macroquest2.exe
timeout 1
cd /D "C:\EQ1\Project Lazarus"
start eqgame.exe patchme -h /login:Account1
start eqgame.exe patchme -h /login:Account2
start eqgame.exe patchme -h /login:Account3
TIMEOUT 60
start eqgame.exe patchme -h /login:Account4
start eqgame.exe patchme -h /login:Account5
start eqgame.exe patchme -h /login:Account6

Replace the drive and folder names accordingly to match your MQ2 folder for the first cd and then your Project Lazarus game folder for the second cd. Lastly, replace the Account# placeholders with the accounts you defined in the MQ2 ini.

Save this file and rename it to whatever you'd like, but make sure the file extension is .bat and not .txt. Running the batch file you just made should properly start MQ2, eqbcs2 and all six of your boxes. Note that there is a minute-long pause between each set of three accounts.

[12:21 PM] (Sirhopsalot): Logging in more than 3 at a time can cause some of the eqclient.ini settings to be lost
[12:21 PM] (Sirhopsalot): My volume would change all the time

When using this .bat, remember to manually close MQ2 and eqbcs2 when you're finished. You can create an additional batch file to kill both tasks for ease if you would prefer as well. This batch file would be:

taskkill /im eqbcs2.exe
taskkill /im MacroQuest2.exe

General E3 Setup


There are a few files you'll want to have a look at for some initial, broader setup. All of them are found at Macros/e3 Macro Inis. You won't have to touch most of them right now, but it doesn't hurt to glance at them. The one you care about is General Settings.ini. Most of the settings in it are relatively self-explanatory, but there a few that warrant a little explanation.

Default Spell Set and Default Spell Gem

When you login a character or reset the macro, the Default Spell Set is what they will automatically memorize. These sets are the ones defined in-game by just rightclicking your spellbook or using the appropriate in-game commands.

Default Spell Gem is the gem that will be used to swap out for auto-casting on-demand spells that aren't already memorized (certain buffs, summoning spells, etc.) You PROBABLY don't need to touch this unless you have a specific preference when making in-game macros.

ExpGroup

This is tied to the ExpGroup function of E3 which essentially limits what your characters can do to prevent them from stealing a kill. This is primarily only used when you're helping another group with something and is something you would just toggle on and off mid-combat (i.e. initially sandbag, then open up the taps when the mob is at low enough HP.)

Besides these, you may also want to look at - and turn on - auto assist. If you do not, the auto assist settings in your character files will do nothing and they will only wait for the manual /assistme. The default auto assist options in the actual bot inis are typically fine at low levels, although you may want to change clerics to attack in melee instead. You will eventually want to reduce the health that your bots will start assisting at once you get to content that requires you to pull to a safe area.

E3 Character Setup


When you initially login a character, it's going to create two .ini files for it: one of them is for MQ2 overall and one of them is for E3 specifically. Unless you're rolling your own with MQ2, you won't ever have to touch the former. The latter is what we care about here, and it's going to initially be mostly placeholder stubs. The E3-specific files are in Macros/e3 Bot Inis.

You should look through the samples that are included there as well as the E3 documentation for better bot customization. This is the meat of E3, and there is a lot that can be done with it. This is only going to cover getting your bots to heal and use abilities/spells during combat. There are very strong tools using If statements to finely tune bot behavior, but this should at least get you started.

General/Everyone

IMPORTANT! Whenever you make changes to your bot configs, you MUST reload the macro. You can do this by typing /mac e3. You should make an in-game macro for this. This is also generally the first troubleshooting step you should perform if you find the bots having issues. Remember that bots are not perfect. They will occasionally get stuck. They will occasionally do things you don't want if you don't explicitly define them not to. The macro is typically good about warning you when something is going wrong, but always keep an eye on your bots.

For all classes, general setup is actually quite simple. Casters and bards have more steps, but otherwise the principles are the same: define your spells and abilities and let the bots do the work. Using a low level rogue as a very simple example, we can at least define Backstab. There will be a Melee Abilities section with an Ability= placeholder. Just type Backstab after that so it looks like:

Ability=Backstab

All other non-spell abilities work exactly the same way and, naturally, you can define multiple Main abilities. They will fire in the order you define them; just put them all on separate lines with their own Main= prefix. This will have them fire off as soon as they come off of cooldown. As you get more abilities, you will want to start moving them to other sections to use on command rather than on their own. That's outside of the scope of simple setup, but it's pretty simple in its own right; just refer to the E3 documentation.

Casters will have to memorize the spells for their base spellset and then saving it as "main" to allow the macro to reset their spells properly. The principles are, otherwise, the same, except you'll be defining spells under Nukes and the DoT categories instead. Something important to note is that there are entry stubs for different element types. These are used for a spell hotswapping feature and are not automatically cast normally. For simply setting up a bot, you can ignore these and define your spells with Main= instead.

Using a low level shadowknight as an example, he has DoTs on Assist and on Command defined as:

Main=Disease Cloud/gem|1

Nukes work exactly the same. You can customize these further similarly to melee abilities such as only using them you're above a certain mana value. Also like melee abilities, they will cast in the order that they're defined.

Self-buffs, again, work on the same principle. Define them under Self Buff= and add as many as you feel appropriate. The bot will try to maintain all of them.

All of these entries support item clickies as well; simply put in the name of the item instead of a spell or ability name.

Healers/Buffers/Support

You will want to define your bots before you do anything else. You do this by making entries for Important Bot and, likely, Tank under [Heals]. For a full party example, my cleric's .ini has this:

Tank=Menelkir
Important Bot=Feryal
Important Bot=Delesta
Important Bot=Iskra
Important Bot=Nyatasha
Important Bot=Caiyx

By default, it will prioritize healing your Tank, your Important Bots, other PCs in your group, then finally pets. This is defined by Who to Heal= and you can customize this further by removing more expendable party members if you want to truly play triage, but it's best practice to just run two healers that split the responsibilities. Like abilities and spells, the bot will prioritize people within their category in the order they are listed in the ini. If you end up having two tanks, it will prioritize the first one listed.

Now that you have your party defined, you'll need to define your heals. You will see there are multiple entries for different targets of heals including Tank Heal, Important Heal, All Heal and so on. Note that All Heal corresponds to the 'All' priority - not your group heals which are a separate entry.

The standard way to define a heal (and any spell, really,) is Spellname/Gem|#/HealPct|# - for example:

Healing/Gem|1/HealPct|65

This tells the bot that Healing is on the first gem and they should start casting it when that target hits 65%. Depending on preference you can set this lower or higher. As you level, you can define more heals per target group such as:

Tank Heal=BigHeal/Gem|1/HealPct|20
Tank Heal=WhateverHeal/Gem|2/HealPct|50

and so on.

Like other abilities, clicky abilities can be defined here too; simply use the name of the item.

Now that we have our bots defined, we can also add buffs by defining them with Bot Buff=. It will try to maintain them at all times. If a stronger spell is already on you, it will sometimes attempt to recast them anyway. This is especially obvious if you have multiple buffs cast from the same gem. At low levels it may be best not to define them at all or to use Group Buff= instead unless you intend never to get buffed by higher level players or Rubrae.

Despite the name, Group Buff= is actually manually triggered. When you /tell a bot 'buff me,' for example, these are the buffs it's giving. Alternatively, if you are receiving the same buffs every time, you can opt to have the bot check for that buff before trying to cast its own. Refer to the E3 documentation for more information on how all of that works.

Bards

Bards are a little bit special as you'll have to define melodies. An especially nice feature was added to E3 to allow conditional changing of melodies based on conditions. This is a pretty big deal in terms of controlling bot behavior without having to micromanage, and I definitely recommend reading it over at http://lazaruseq.com/Wiki/index.php/Auto-Sonata_and_MelodyIf.

For now, at the bottom of the bard ini, you'll see the stubs for main melody. All melodies are defined the same way. There IS a command in game to auto-generate definitions, but I've found it buggy with certain songs so I recommend defining them in the ini manually.

They are defined exactly like spells and abilities, except the order is explicitly specified. An example from a low level bard:

[main Melody]
Song#1=Selo's Accelerando/gem|3
Song#2=Chant of Battle/gem|1
Song#3=Anthem de Arms/gem|4
Song#4=Hymn of Restoration/gem|5

You can further make more melodies by defining them in similar fashion, just with different names. These melodies can then by used with the /playmelody command.

Putting It All Together

Now that you have some basic bot definitions, there is one more thing you need to do: define your group. You can define multiple groups for different compositions, but for now we just want the six initial bots we made. Use one of the bots to invite your other bots into a group manually, then type /savegroup AnythingYouWantHere. That's it. You can recall your groups with /group GroupNameHere. It will disband the group if applicable and invite accordingly.

And that's it for actual setup. It probably reads lengthy, but it's actually pretty quick since most of the setup follows largely the same rules and is largely intuitive.

Useful In-Game Macros and Commands


There are a few commands you'll probably want macroed in game:

  • RESET E3: /mac e3
  • FOLLOW ME: /followme
  • STOP FOLLOWING: /stop
  • ASSIST ME: /assistme
  • CLICK IT: /clickit

This will direct your bots to click the nearest clickable entity in front of them. Necessary for zoning into virtually anything.

  • RunToZone: /rtz

This will direct your bots to run forward in small intervals until they zone or can't move. Get them as close to a zone line as you can before you do this.

  • Melody: /playmelody NameMelodyHere

This will direct your bard to play the defined melody.

  • StopSinging: /playmelody stop

Self-explanatory.

  • Evac: /evac

Bots will NOT auto-memorize their evacs. Have them prepared.

  • Gate: /gate

This will use aything with the Gate effect. Does not work with Origin that I can tell.

  • Med: /medon

Bots will stay sitting until full mana, so you will always want...'

  • Stand: /medoff

...if you want them to get up early.

  • AcceptTask: /noparse /bcga //if (${Window[TaskSelectWnd].Open}) /notify TaskSelectWnd TSEL_AcceptButton leftmouseup

This long macro does one very simple thing: has bots accept the first task selected. This is useful for some of the quests on Project Lazarus.

  • TakeIt: /bct ${Target.CleanName} //notify TradeWnd TRDW_Trade_Button leftmouseup

This slightly shorter macro will direct the bot you have targeted to accept a trade.

  • ComeHere: /tell ${Target.CleanName} Move to ${Me.ID}

This will tell your bot to move to your position. Useful if make them all stop following you and then separate them for trading purposes.

  • Scribe: /bcaa //mac scribe

This will have your bots automatically scribe any available and applicable spells in their bags. If you have a merchant nearby, it will try to buy any avaible spell for your toon Hé doesn't have already memorized. This is especially helpful for Clerics and Enchanters with their small ocean of Imbue spells, but is a godsend overall if you make infrequent shopping trips. Note that when this is is done, you will need to run E3 once more with /bcaa //mac e3 (or the Reset E3 macro if you already made one.)


Commands you probably don't want macroed but should remember:

  • BARK: /bark PutSomeTextHere

This will direct your bots to target your target and then /say whatever text you defined multiple times or until something happens. Mostly for getting NPCs to teleport you around or advance quests.

MQ2/E3 Conclusion

Setting up bots, as you probably suspected, is a bit of a project in and of itself. It's one that pays off dividends in terms of time spent managing your group, though. It may look daunting from the sheer amount of words here, but once you open an ini file, it will probably all seem very intuitive and not nearly as bad as it looks. There's so much more that can be done with bots than what's laid out here, but this should get you through the early levels.

Additional Information and Resources

The above link goes straight to the Server Resources page of the Wiki.