Dragon Land - Custom Legit
Posted: Wed Aug 13, 2008 8:35 pm
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Server Name: Dragon Land
Lead GM: Jablambo Malambo (Jeff Orchard)
Server Type: Custom Legit
Story Line: 100% Custom
The storyline behind Dragon Land will use the general lore of Norrath. The story itself and the events that take place in the world will be completely different than that of any of the EverQuest franchise games.
As the name implies, the Dragon Land server will contain lots and lots of dragons. Final Tier progression quests will include at least 1 custom scripted Dragon fight. From tier 1, till tier 25, Dragon battle instances will become harder, and require more strategy. Strategies may be heard or read from somewhere in the world and could unlock the key to getting an upper hand in the fight.
"For every quest, there is a reason."
-Jablambo
Players will start advancing into the storyline the moment they create a character. Race alignment will of course, determine the story you follow at the beginning. Although later on each hero's story may cross another's, and need to work together to complete a similar overall goal. This will be revealed through the storyline. Pre-story is still in progress, available soon.
Experience: Solo, Group, Raid
*In order of Best --> less exp*
Solo - Primary Exp: Quests/Exploration
Group - Primary Exp: Quests/Dungeons/Heroics
Raid - Primary Exp: Quests/Dungeon Exploration/Epics
Quests: 100% Custom
Mentioned briefly above, I'd like to go a little more into detail about how quests will work. In general, they will be the same kind of stuff as in live EQ2. Armor progression quests will be available to all classes. The armor rewards will be Legendary sets with bonuses that increase with the number of peices you are wearing. So you always have a great incentive to do quests!
Quest experience reward will be greatly boosted than that compared to live. Having a sense of accomplishment is a good thing! So grinding experience on enemies will be a thing of the past! The experienced gained through enemies will be set to where, if you want to just kill enemies for leveling up you can. Although it would be slower compared to questing. Also, the gear obtained from Quests will be far superior to that of which could drop off an enemy.
"Even though this is a fantasy game, wild animals shouldn't be dropping armor/weapons!"
-Jablambo
More information will be available soon!
Instances/Raids/Combat/Scripting --
Scripting: The Dragon Land server will be using a lot of custom scripting for many battles. Even many solo mobs will be scripted and change their strategy depending on their class. Enemy classes will make more sense than live.
Example: When fighting a Mage type enemy, they won't be able to hit near as hard as a melee class. Their power will be in their spells. Their overall dps will be considerably close to that of other "dps" class mobs.
Raids: Every raid and the encounters within will include complex scripts. Objects in the environment could play a huge role in defeating an enemy.
Are/Were you a hardcore raider in EQ2? Their scripted events will seem simple and pointless compared to Dragon Land raids.
Spells: Semi-Custom
Spells will be set up much like live. Progression will be set up like this...
Apprentice 1
Adept 1
Master 1
Master 2
Master 2 spells will be available to pick at level 5, and every 5 levels there after.
Master 1 spells will be drops off of raid/group targets. Certain spells of either Master 1 or 2 quality may also be obtained from certain quests.
Adept 1 spells can be bought from class specific merchants. Apprentice 1 spells will be obtained every time you level.
Resist rates will only change when Adept 1 or higher. (Apprentice 1 and Adept 1 use same resist rates)
Spells in general will be altered to add effects, or remove some.
*Examples*
Root will not have a chance to break from enemy taking damage.
Fear will not have a chance to break when an enemy takes damage.
Coercer Charm spells will not break.
Illusionists will have the ability to charm.
These are just a few examples that you can expect to change. Being an old fan of EQ1, I think it would be fun to have some spells similar in Dragon Land, allowing players to find new strategies when engaging an encounter. Such as "fear kiting" and "root DoTing."
Keep checking back for more information to come! I'll update the main post as changes are made, and information is available. Let me know what you think
~ STATUS --- Temporarily down ~
~**************************************~
Server Name: Dragon Land
Lead GM: Jablambo Malambo (Jeff Orchard)
Server Type: Custom Legit
Story Line: 100% Custom
The storyline behind Dragon Land will use the general lore of Norrath. The story itself and the events that take place in the world will be completely different than that of any of the EverQuest franchise games.
As the name implies, the Dragon Land server will contain lots and lots of dragons. Final Tier progression quests will include at least 1 custom scripted Dragon fight. From tier 1, till tier 25, Dragon battle instances will become harder, and require more strategy. Strategies may be heard or read from somewhere in the world and could unlock the key to getting an upper hand in the fight.
"For every quest, there is a reason."
-Jablambo
Players will start advancing into the storyline the moment they create a character. Race alignment will of course, determine the story you follow at the beginning. Although later on each hero's story may cross another's, and need to work together to complete a similar overall goal. This will be revealed through the storyline. Pre-story is still in progress, available soon.
Experience: Solo, Group, Raid
*In order of Best --> less exp*
Solo - Primary Exp: Quests/Exploration
Group - Primary Exp: Quests/Dungeons/Heroics
Raid - Primary Exp: Quests/Dungeon Exploration/Epics
Quests: 100% Custom
Mentioned briefly above, I'd like to go a little more into detail about how quests will work. In general, they will be the same kind of stuff as in live EQ2. Armor progression quests will be available to all classes. The armor rewards will be Legendary sets with bonuses that increase with the number of peices you are wearing. So you always have a great incentive to do quests!
Quest experience reward will be greatly boosted than that compared to live. Having a sense of accomplishment is a good thing! So grinding experience on enemies will be a thing of the past! The experienced gained through enemies will be set to where, if you want to just kill enemies for leveling up you can. Although it would be slower compared to questing. Also, the gear obtained from Quests will be far superior to that of which could drop off an enemy.
"Even though this is a fantasy game, wild animals shouldn't be dropping armor/weapons!"
-Jablambo
More information will be available soon!
Instances/Raids/Combat/Scripting --
Scripting: The Dragon Land server will be using a lot of custom scripting for many battles. Even many solo mobs will be scripted and change their strategy depending on their class. Enemy classes will make more sense than live.
Example: When fighting a Mage type enemy, they won't be able to hit near as hard as a melee class. Their power will be in their spells. Their overall dps will be considerably close to that of other "dps" class mobs.
Raids: Every raid and the encounters within will include complex scripts. Objects in the environment could play a huge role in defeating an enemy.
Are/Were you a hardcore raider in EQ2? Their scripted events will seem simple and pointless compared to Dragon Land raids.
Spells: Semi-Custom
Spells will be set up much like live. Progression will be set up like this...
Apprentice 1
Adept 1
Master 1
Master 2
Master 2 spells will be available to pick at level 5, and every 5 levels there after.
Master 1 spells will be drops off of raid/group targets. Certain spells of either Master 1 or 2 quality may also be obtained from certain quests.
Adept 1 spells can be bought from class specific merchants. Apprentice 1 spells will be obtained every time you level.
Resist rates will only change when Adept 1 or higher. (Apprentice 1 and Adept 1 use same resist rates)
Spells in general will be altered to add effects, or remove some.
*Examples*
Root will not have a chance to break from enemy taking damage.
Fear will not have a chance to break when an enemy takes damage.
Coercer Charm spells will not break.
Illusionists will have the ability to charm.
These are just a few examples that you can expect to change. Being an old fan of EQ1, I think it would be fun to have some spells similar in Dragon Land, allowing players to find new strategies when engaging an encounter. Such as "fear kiting" and "root DoTing."
Keep checking back for more information to come! I'll update the main post as changes are made, and information is available. Let me know what you think