Enlightened Dark: Ascension - Everquest Reborn
Everything you know or think you knew about Everquest, forget it. This server is brand new and implements plenty of new concepts not used within live Everquest. While some NPC's contain similar names, they are in no way related to anything from live so please don't reference anything from there to this server as it will be incorrect. With that out of the way, lets get into explaining how this server and some terminology works.
Solo or Group Play?
This server attempts to support both. Most gear (aside from a select few quest items / end group gear) is trade able. I believe an economy of some sort will start as there are plenty of reasons and uses for platinum. Solo play can be done with any class, some obviously much more difficult than others. Just dont expect to obliterate some monster 15 levels over you with newbie armor. Use smart judgement. Monsters are scaled towards the type of gear they drop. If a level 34 monster drops T5 gear and your level 15 sporting T3 gear and cant heal yourself, expect it to be difficult if not impossible. If you want to solo, stick with monsters around your level range and make sure you have the max amount of gear possible from that particular zone. All classes have been tested thoroughly up to level 20 for soloability. Again some may take longer to make more powerful, but in the long run those classes could end up being the most powerful.
Instanced dungeons are geared for 6 people and 6 people only. There are no 'raids' or encounters requiring 12+ people. The only time this may happen is for a GM event and that many people participate. But most events will probably be geared towards all ranges of toons, meaning anyone can participate.
To make things easiest I would recommend grabbing a friend. Using two people and duoing allows for a much wider range of what you can do. While doubtful you can kill a world boss initially, elite mobs will be much easier to tackle.
There is a single character limit on this server. IP exceptions will be made for people who reside in the same household, but this will need to be cleared with me first. Send me a PM on the forums looking for exemptions.
The mechanics on this server allow for constant play with a class, eliminating the main source of your damage from just auto attacks.
Instanced dungeons are geared for 6 people and 6 people only. There are no 'raids' or encounters requiring 12+ people. The only time this may happen is for a GM event and that many people participate. But most events will probably be geared towards all ranges of toons, meaning anyone can participate.
To make things easiest I would recommend grabbing a friend. Using two people and duoing allows for a much wider range of what you can do. While doubtful you can kill a world boss initially, elite mobs will be much easier to tackle.
There is a single character limit on this server. IP exceptions will be made for people who reside in the same household, but this will need to be cleared with me first. Send me a PM on the forums looking for exemptions.
The mechanics on this server allow for constant play with a class, eliminating the main source of your damage from just auto attacks.
All 16 Original Classes Are Dead
Yes dead. To begin there are 8 novice or 1st job classes. These are your initial choices and you will be presented in game with details of how each class functions. Your class choice will happen in game and NOT at the character select screen. Just be sure to choose whichever race you want. (There are no bonuses to any particular race.) More information can also be found on each specific class website. Every novice or 1st job class has an ascended or 2nd job class. Upon reaching level 50 you will be presented with the opportunity to embark on a quest which will allow you much more power from your novice class.
Zones - Challenges and Rewards
One of the biggest things with MMOs is the gear grind. Playing any game you want to progress and become more powerful. With Enlightened Dark: Ascension it is no different, but we try to eliminate a lot of the boring stuff like endless grinds for hours and hours with no named and when that named finally pops he doesn't drop your required item.
There are two zone types: Open Zones and Instanced Dungeons
Open zones have 3 types of monsters: Trash, Elites and World Bosses
Trash drops most of your easy to obtain items, tradeskill components, non-upgradeable gear, tinkering materials.
Elites drop weapons/armor one tier level above trash, tradeskill recipes, tinkering materials and a small chance at equal tiered upgradeable gear.
World bosses drop plenty of tinkering materials and upto 4 pieces of upgradeable gear 100% of the time.
Example Setup for Open Zones:
There are two zone types: Open Zones and Instanced Dungeons
Open zones have 3 types of monsters: Trash, Elites and World Bosses
Trash drops most of your easy to obtain items, tradeskill components, non-upgradeable gear, tinkering materials.
Elites drop weapons/armor one tier level above trash, tradeskill recipes, tinkering materials and a small chance at equal tiered upgradeable gear.
World bosses drop plenty of tinkering materials and upto 4 pieces of upgradeable gear 100% of the time.
Example Setup for Open Zones:
Blightfire Moors
Trash Drops:
Tradeskill Materials (Skill Level 51-100) Tinkering Materials Tier 3 Weapons/Armor (Non Upgradeable) Tier 5 Crafted Plans/Patterns (5% Chance) Elite Drops: Tinkering Materials Tier 4 Weapons/Armor (Non Upgradeable) Tier 4 Weapons/Armor (Upgradeable) (3% Chance) Tier 5 Crafted Plans/Patterns (20% Chance) World Bosses: Tinkering Materials Tier 5 Crafted Plans/Patterns (40% Chance) Tier 6 Weapons/Armor (Upgradeable) |
Arcstone, Isle of Spirits
Trash Drops:
Tradeskill Materials (Skill Level 51-100) Tinkering Materials Tier 4 Weapons/Armor (Non Upgradeable) Tier 6 Crafted Plans/Patterns (5% Chance) Elite Drops: Tinkering Materials Tier 5 Weapons/Armor (Non Upgradeable) Tier 5 Weapons/Armor (Upgradeable) (3% Chance) Tier 6 Crafted Plans/Patterns (20% Chance) World Bosses: Tinkering Materials Tier 6 Crafted Plans/Patterns (40% Chance) Tier 7 Weapons/Armor (Upgradeable) |
* This does not represent a full loot table for mobs, just simple an example to show how gear drops stagger within a zone compared to the next zone available. *
The amount of tradeskill materials and tinkering materials dropped will increase with zone along with the skill level of the tradeskill materials needed.
Instanced Dungeons function a little different. There are no `elite` mobs, but just simply bosses. Trash still has a chance to drop tradeskill components, tinkering materials and plans/patterns, but just know monsters contained within an instanced dungeon are more powerful than equal level counterparts. Instances should almost always be attempted with a group or a couple of friends unless you seriously out level and gear the zone. All bosses in the instance drop upgradeable gear.
Instanced Dungeons function a little different. There are no `elite` mobs, but just simply bosses. Trash still has a chance to drop tradeskill components, tinkering materials and plans/patterns, but just know monsters contained within an instanced dungeon are more powerful than equal level counterparts. Instances should almost always be attempted with a group or a couple of friends unless you seriously out level and gear the zone. All bosses in the instance drop upgradeable gear.
Items - The Power of Upgrading
In order to obtain the most powerful gear you will need to upgrade it. Among other servers this can be as simple as killing the next boss to get your next set of gear. While that is true here, there are many ways you can upgrade your gear. The best way is to gain gear that is literally labeled 'Upgradeable'. This gear can come from bosses or rarely found from elite mobs. Every zone has its own set of upgradeable gear and it can be enhanced through your Upgrade Container. Each set of upgradeable gear is just as powerful as the last when upgraded to +3.
A Tier 4 weapon has exactly the same stats at +3 as the same Tier 5 weapon at +0.
The same is true between that same Tier 5 Weapon upgraded to +3 and the Tier 6 weapon at +0.
The same is true between that same Tier 5 Weapon upgraded to +3 and the Tier 6 weapon at +0.
Keeping up with the strongest gear will allow you to strengthen yourself as well. A fully upgraded Tier 4 weapon is only as powerful as a Tier 6 weapon at +7, and a Tier 5 weapon at +9 is only as good as a Tier 6 weapon at +8.
Items - The Power of Stats
In order to create a more balanced world stat placement was completely redistributed. All characters begin with 50 into all stats. All items now contain a specific stat based on slot. All weapons are class specific and contain 4 stats total (2 per item for non two handers).
Chest Slot - Strength - Increases damage modifier
Leg Slot - Stamina - Increases HP regen
Head Slot - Dexterity - Increases physical critical hit chance
Arm Slot - Wisdom - Increases direct heal amount power
Hand Slot - Intelligence - Increases direct spell damage power
Feet Slot - Agility - Increases dodge rating
Wrist Slot - Charisma - Increases MP or Endurance regen depending on your class
Charisma also affects pets for Sages and Mystics and their ascended counterparts. Pets gain 1% power for every 5 Charisma similar to the pet power focus effect. These all stack together.
Each class gets a different percentage modifier based off of every 5 of one particular stat.
Attack increases your raw damage modifier (25 attack = 1% damage modifier)
Spell Damage increases your spells by a direct amount. DoTs receive half this bonus.
Heal Amount increases your healing by a direct amount. HoTs receive half this bonus.
Clairvoyance affects the base value of a spell directly. This is based on a multiplier BEFORE spell damage and focus are calculated in.
With this new allocation all characters may now only equip 1 wrist item on the right side slot. The left wrist slot is reserved for special magical bracers which allow you to insert tinkered augment effects. These effects are extremely power and help boost your character in much needed ways. More powerful bracers with innate abilities can be found all around the world from traveling merchants to powerful monsters. Keep on the look out, as these bracers will eventually be required to make your character powerful enough to withstand the most stalwart of enemies.
Chest Slot - Strength - Increases damage modifier
Leg Slot - Stamina - Increases HP regen
Head Slot - Dexterity - Increases physical critical hit chance
Arm Slot - Wisdom - Increases direct heal amount power
Hand Slot - Intelligence - Increases direct spell damage power
Feet Slot - Agility - Increases dodge rating
Wrist Slot - Charisma - Increases MP or Endurance regen depending on your class
Charisma also affects pets for Sages and Mystics and their ascended counterparts. Pets gain 1% power for every 5 Charisma similar to the pet power focus effect. These all stack together.
Each class gets a different percentage modifier based off of every 5 of one particular stat.
Attack increases your raw damage modifier (25 attack = 1% damage modifier)
Spell Damage increases your spells by a direct amount. DoTs receive half this bonus.
Heal Amount increases your healing by a direct amount. HoTs receive half this bonus.
Clairvoyance affects the base value of a spell directly. This is based on a multiplier BEFORE spell damage and focus are calculated in.
With this new allocation all characters may now only equip 1 wrist item on the right side slot. The left wrist slot is reserved for special magical bracers which allow you to insert tinkered augment effects. These effects are extremely power and help boost your character in much needed ways. More powerful bracers with innate abilities can be found all around the world from traveling merchants to powerful monsters. Keep on the look out, as these bracers will eventually be required to make your character powerful enough to withstand the most stalwart of enemies.
Items - Non Visible Gear
While we have covered and explained how your visible armor and weapons are obtained, we have not covered non visible gear. This would include earrings, rings, necklaces, masks, capes, shoulder guards and belts. All of these items will be obtained through some form of reward through events, tasks or world bosses. They contain at least 1 of every stat and uniform hitpoints, mana and endurance. Keep an eye out for these pieces of gear as they will not be found very commonly.
The Soul of Your Being
Every class obtains a soul of their very essence upon completion of their very first quest. Make sure you do not lose this item. This soul has 10 ranks just like any upgradeable item. It may be upgraded at any time of your choosing but is classified as a Tier 10 item and will be very expensive to upgrade, but very rewarding as it empowers your entire being with increased stats. This soul will be in some form required for your ascension into a higher being. Keep it under safe protection.
Tinkering - A Lost Art
Master Gemlar, a lost artisan, has fled into the Temple of Marr to help followers combat against the Seven Sins. Tinkering is completely SEPARATE from normal tradeskills. This may be done by any character at any time. All monsters around the world drop items known as tinkering materials and they may be combined together with Master Gemlars help to create powerful effects. Once crafted the toolbox disappears along with your materials. These effects can be removed from a bracer at the cost of a 1500 plat distiller. The most feared warriors are prepared for any battle and whatever situation that comes their way.