/shout Corpse in the zone entrance, can anyone summon?Announces your position and asks for a summon. Corpse recovery is a whole social institution in EverQuest and getting the request right matters.
Daybreak Game Company · 1999
EverQuest invented the MMO social macro. Each one holds five lines, sits on a clickable button, and is built from /cast, /pause and the targeting commands that the whole genre later copied. The system is deliberately blunt — /pause is measured in tenths of a second and there are no conditionals — but twenty-five years of players have built astonishing things inside those five lines.
Social macros live in the Socials window: five lines each, ten per page, arranged on clickable buttons. /cast fires a spell by gem number, /pause waits in tenths of a second, and /assist and /target handle who you are hitting.
Pick a class to see only the macros that apply to it.
29 macros, searchable and ready to copy.
29 macros
/shout Corpse in the zone entrance, can anyone summon?Announces your position and asks for a summon. Corpse recovery is a whole social institution in EverQuest and getting the request right matters.
/assist Tankname
/pause 5
/attack onTargets a named player and picks up whatever they are attacking. This is how an EverQuest group stays on one mob, and it predates every other assist system in the genre.
/attack onExplicitly turns melee swinging on rather than toggling it. Using "on" instead of a bare /attack means a macro can never accidentally switch your attack off.
/g Casting group haste, hold your buffs
/pause 10
/cast 3Tells the group what is landing before it lands. In a game where buffs have long durations and limited slots, saying what you are casting avoids overwriting somebody else's work.
/campStarts the camp timer, which is the only safe way to leave the game — a hard disconnect leaves your character in the world for a while.
/cast 1
/pause 35
/cast 2The shape of every EverQuest macro. /cast fires the spell in that gem slot, and the pause that follows has to be long enough to cover the cast time or the next line is simply dropped. Remember the number is tenths of a second.
/cast 1
/pause 35
/cast 2
/pause 35
/social BuffPart2A social can call another social by name, which is how long sequences get built. Keep the chain short — every hop costs you a line and the timing drifts.
/cast 4
/pause 15
/pet attackCharms a target and immediately sets it to attack. Charm breaks without warning, which is why the follow-up command is baked into the same button.
/useitem 1
/pause 20Fires the click effect of an item in a numbered inventory slot. Clickable items are a huge part of EverQuest power, and reaching into bags for them mid-fight is hopeless.
/g CH on Tankname incoming
/target Tankname
/pause 5
/cast 1Announces the heal, targets the tank and casts. Complete Heal chains are timed between several Clerics, so the announcement is what keeps the rotation from collapsing.
/considerChecks whether a target is going to kill you before you engage it. Consider is one of the oldest commands in the game and still the correct first move against anything unfamiliar.
/doability 1
/pause 10
/target clearFeigns death and clears your target so nothing re-aggros the moment you stand. The pulling technique that defined EverQuest for a generation.