What are the most important aspects in the concept of this server?

When designing this server, multiple factors were taken into account, some of which were contradictory. The server aims to provide players with a high degree of autonomy, allowing them to choose their party composition and targets freely. The focus is not on reaching the maximum level as quickly as possible. The game and its encounters should be enjoyable and replayable, without becoming too easy over time. Players should be able to make progress independently, but also be encouraged to collaborate and progress together. Additionally, "alt" characters should serve a meaningful purpose. 

How long will it take me to level up?

Experience gain is boosted noticeably. You will be able to level a whole group from 1 to 50 in a few hours. You gain particularly good experience from defeating red and yellow con monsters.
Experience in a raid is boosted as well. It is almost as good as experience in a group of the same size.

How do I raise my level cap?

Your initial level cap is 52. To raise that to 55, you need to complete Tier 1, either in group or solo instances. Group: defeat Lady Vox and Lord Nagafen in an instanced zone and hail the progression Spirit that spawn upon their defeat.

Can I solo?

There are two progression paths: one is for groups, the other is for solo players.
Currently, solo missions are available up to Tier 6 (unlocks level cap 65). For Planes of Power and expansions beyond, there is only one progression path.

What can I do with the server currency?

There are four server currencies.

For some of the items to become available, you need to increase your faction with Walter and Cloe first.

How do I earn Tokens of Might?

Tokens of Might can drop from most named. Low level named have a chance of 1-3% of dropping Token of Might. Higher level named, and particularly fabled, have a much higher chance of dropping. The highest chance comes from chests. Small treasure chests drop 1 to 5 Tokens of Might. Larger treasure chests can drop more.

Tokens of Epic Might are gained in the same way, they are just rarer and drop mainly from high level fabled, progression bosses and chests.

Here is an example if you do an Innoruuk instance:





There are intermediate modes, like Easy+ or Normal-, which are not documented above.

Chests also contain additional items, particularly the Hard Mode Chest always contains an Invaluable Coin for faction with Merchants of Might.

What's the fastest way to get Tokens of Epic Might for my Epic 1.0?

Realistically, you can expect to get your first Epic 1.0 once you can defeat progression targets, such as Lady Vox or Lord Nagafen.

What's the idea behind Might?

The concept of Might puts a party's power within a bandwidth. That is the main driver to un-trivialize content. You will not be able to engage Lady Vox or Lord Nagafen with a level 65 character. Every (instanced) encounter should therefore always be non-trivial. As consequence, for now, there are no lockouts. You can do your favourite encounter back-to-back if you wish to do so.

Might on the otherhand, can be a hindrance at times. E.g., when you want to do a certain target and your party's might doesn't fit in the given bandwidth. That may be particularly true if you team up with someone and you combined Might is too high to get the chest reward. However, you can always do the instances without the chest rewards.

Might may also appear confusing at first, specially if you don't like numbers. The server greeter can tell you your party's might. The Might-Table gives some examples for standard party sizes.

How do I get a progression instance?

Progression instances for Permafrost and Nagafen's Lair are given by Marta and Linda inside the corresponding zones. You hail them, select the instance, then hail again to get the option to enter the instance with your party, and remove yourself from the instance.

Most other instances are received and entered directly in Plane of Knowledge from Amenadiel and the Dungeon Masters.

Is the bandwidth of Might for instances a hard limit?

The minimum Might is a hard limit and should stop people from wasting their own time in an instance that is out of their league.

The suggested Might is a soft limit. However, the more you exceed it, the lesser the reward. If you exceed it substantially (over 250%), it will count as trivial, and there won't be any chest reward. You still receive the progression flag. You cannot request an instance if you exceed its suggested Might by more than 400%.

Also note, the level minimum for instances are hard limits.

Which items are tradable, not tradable and attunable?

Tradable are most items from Tier 1 to 3 and generally items under 75 HPs. Items which originally were tradable, remain tradable, e.g. Blade of Carnage.

Not tradable are the following items:

Attunable are most of the items, which do not fall in the two categories above.

What's the server's stats and location?

The server's hardware is a dedicated I7 laptop with 4 cores. running Windows 10. In case of power outage, the battery lasts for 8-9 hours. It's got a 600/100 MB/s cable Internet connection. The server is located in Zurich, Switzerland. You can expect the following minimum pings (ms):

Europe: Brussels 21, Lisbon 44, London 20, Madrid 31, Milan 5, Munich 12, Paris 21, Stockholm 29, Vienna 19 

Americas: Atlanta 107, Boston 105, Buenos Aires 258, Chicago 109, Columbus 131, Los Angeles 166, Montreal 99, New York 90, Toronto 111, Vancouver 148

Rest of the world: Cairo 49, Dubai 141, Hong Kong 255, New Delhi 160, Shanghai 265, Sydney 263, Tokyo 216, Tunis 33

Wifi and particularly mobile internet providers add an additional delay. A ping of over 60 ms is noticable. With a ping over 150 ms, the Internet "feels slow". However, the ping in EverQuest is not as critical as in other games such as racing or shooter games.

Availability (July 4, 2022 to August 12, 2023)

Uptime 580320 minutes (99.96%)

Scheduled maintenance: 260 minutes (0.04%)

Unexpected downtime: 0 minutes (0.00%)

What DPS numbers can I expect?

All DPS classes should perform similarly. However, there are differences. Roges are very powerful at lower levels due to poison. Rangers are often best DPS around level 65-66 and monks have a small edge at 67+. Also, keep in mind, rogues (Assassinate) and rangers (Headshot) have special abilities that can do massive damage in one blow against targets within a given level range.

At 65, dps classes should do around 700-900 dps - less if new to 65 / low on AA, more with better gear.

At 67, dps classes should do around 1400-1800 dps.

Here are some numbers from an 8 minutes parse against a dummy (level 68 buffs including Leopard, bard songs and Bloodlust Aura), no long-term disciplines used:

60 monk - 54/30 Legendary Abashi's Rod (Vulak Aer), 260AA: 480 dps

64 monk - 22/19 Legendary Exquisite Puresteel Wrap (Xegony), 18/19 Legendary Gharn's Rock (Vulak Aer), 800AA: 1040 dps

66 monk - 29/20 Frozen Knuckle Guards (Spider Den), 32/22 Legendary Frozen Orb of Forgotten Magic (Spider Den), 1500AA: 1370 dps 

66 bard - 29/19 Rapier of Somber Notes (Tacvi), 37/21 Legendary Dragonkiller (Vishimtar), 1900AA: 910 dps 

68 beastlord - 33/19 Legendary Baat's Fist (Bloodied Quarries), 28/19 Fist of Icy Punches (Spider Den), 3100AA: 1380 + 590 (pet) = 1970 dps  1)

68 berserker - 99/35 Rod of Shaded Wrath (Vishimtar), 2900AA: 2160 dps

68 monk - 33/19 Legendary Baat's Fist (Bloodied Quarries), 32/19 Baat's Fist, 2900AA: 2350 dps

1) The beastlord casts Ferocity of the Irionu on others during the parse and loses therefore some dps.