The Alternative Advancement system was introduced during the Luclin expansion of EverQuest. AAs were gained by contributing some portion of gained experience to the AA experience pool, diverting experience from the standard leveling experience pool.
The behavior of most AAs is determined by spell effects. It is important that server operators who have customized AAs distribute an updated spells file to ensure proper behavior.
Additionally, the appearance of AAs or customized AAs in-game can be modified through the server operator's choice of AA Categories. These categories determine the tab on which the AA will appear in game.
A number of database tables are used to create the AA system. You can, of course, customize AAs for your world.
Understanding the interaction of the database tables will surely help, should you choose to customize:
the name of each AA, class/race/deity restrictions, enable/disable, AA type setting
assigned spellid, timers, AA target types setting
links the spell effects and spell base values to each AA
modifies spell effects and base values for each AA as ranks increase
determines any prerequisites required before an AA purchase is allowed
settings for each AA cost and progression through its ranks
Handles certain AAs such as Harm Touch and Lay On Hands which can progress with or without AA experience cost, based solely on level
a character data table that indicates when a time-limited AA will again be available to the player