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.
Both server use the same ruleset and NPC difficulty. They also use the same auras which buff offense and defense of (particularly small) teams who do instances below the suggested Might.
EQ Might allows players to play 1 to 12 characters at a time. With enough dedication a single person playing up to 12 well developped characters can handle over 99% of the content on their own. EQ Might is hosted in Switzerland.
Project Might is designed to support solo, duo, and 4-box teams especially well through the early and mid tiers. The unique items available there boost survivability and versatility, helping players progress smoothly on their own through early and mid tiers. This means players can gear up, earn AAs, and reach the point where harder content begins (around tier 9 to 10) without needing outside help. Beyond that point, teaming up becomes increasingly important, but Project Might ensures players can get themselves ready for that stage independently. Project Might is hosted in Canada.
Experience gain is boosted noticeably. You will be able to level from 1 to 50 in a day or less. 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.
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 in Permafrost, the Ghoul Lord in Guk and Lord Nagafen in his lair in an instanced zone and hail the progression Spirit that spawn upon their defeat. When soloing, defeat GrimClaw and his brothers in North Karana, Alizewusaur on the Oceans of Tear and Icebane in Everfrost.
EQ Might and Project Might offers two progression paths. One of them is designed for players playing a single or two characters. There are various features that increase the versatility of solo players, such as the Aura of Might (a substantial buff), selecting a Path (that grants you new abilities, such as healing or lifetapping) and the quest to become a Warden of Might, which basically doubles a characters strength and Might.
EQ Might has not tuned every class to do well at soloing. Some classes, such as Necromancers, Magicians, Druids, Monks, Shadowknights or Beastlords to better than specialized classes such as Warriors or Clerics. If you intend to play solo, it is recommended to pick a class which does generally well at soloing. The alternative is to play a team of two, such as a Melee/Priest (e.g. Monk/Shaman) or Knight/DPS (e.g. Shadowknight/Beastlord).
Single players have conquered Tier 11 and unlocked Tier 12 by playing a team of six or less, without any outside help.
Group content up to and including Scars of Velious is tuned for 6. Beyond that, it's tuned for 6-12. However, with the Aura of Might and Wardens, smaller groups and even solo players can tackle group / raid content.
If you want to play a team of six and be as strong and independent as possible. The following group setup should work to get you through almost everything except what's mentioned above:
Tank of your choice
Cleric
Shaman or Druid
Three DPS classes (or a bard) of your choice. They all come with their pros and cons. At lower levels caster groups tend to be slower, due to limited mana pools.
Extensive player written Guide by Wutz for 6-boxers on EQ Might.
All three tank classes work for all tiers.
The Knight's disciplines are severly boosted. E.g. the level 61 Guard of Humility (Paladin) and Soul Guard (Shadowknight) absorbs 30% of incoming damage up to 160k total. It lasts 2:30 minutes and can be extended. (Stats on live are 25%, 6k total absorption, 30s duration).
Epic 1.1 Quest to upgrade their Epic 1.0 weapon.
Unique items that aren't useable by warriors. Conequently, Knights HP and AC with best-in-slot gear is higher than warriors.
1-Handed Epics for Knights for 1.0, 1.1 and 2.0 weapons.
Knights' parry and dodge skills are the same as warriors'. Knights' defense skill caps 10 points higher than warriors'
Whirlwind Blade Discipline is unlocked for Knights at level 65, and a lesser version at level 52.
All tanks get Protective Discipline, a custom discipline which is a mix between the Warrior's Defensive and Evasive discipline and has its own reuse timer.
Shadowknight Epic 1.1 (Tier 5)
Paladin / Shadowknight Charm Augmentation (Tier 9+)
Paladin / Shadowknight Legendary random rare-drop (Tier 9+)
There are various server currencies.
Tokens of Might can be used to purchase various items and ancients spells from Walter.
Tokens of Epic Might can be used to purchase Epic 1, Epic 1.1 and certain Mythstones (augments for your charm) from Cloe.
Tokens of Legendary Might can be used to purchase selected raid gear from Cacuzza and Marcus.
Tokens of the Wolf are earned from solo/duo instances and allow the purchase of unique items.
Tokens of Mystic Might can be used to purchase ornaments and some other items, such as XP potions from Huell.
Tokens of Luclin/Plaines/Norrath can be used to purchase items with a buff click-effect.
For some of the items to become available, you need to increase your faction with Walter and Cloe first.
Reliquaries of various zones can be used to purchase legendary items from that zone from merchants in the Plane of Knowledge. See Reliquaries for more.
Spiritmarks of Arcstone replace the various marks of Arcstone can be used to purchase class armor in Arcstone without the additional need of tradeskill items.
Pam's Token are used to trade high-end items between your own characters (with the same IP address).
Ancient Fragments of Knowledge are using to buy selected Rk. III and Rk. IV spells.
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:
Innoruuk himself has a 75% chance of dropping a Token of Might and a 10% chance of dropping a Token of Epic Might.
Depending on the mode you are in, a number of chests will spawn.
Trivial
no chests
Easy
1x Small Amber Treasure Chest (2 Tokens of Might, 30% chance for a Token of Epic Might)
Medium
1x Small Topaz Treasure Chest (3 Tokens of Might, 40% chance for a Token of Epic Might)
1x Small Jasper Treasure Chest (2 Tokens of Might, 20% chance for a Token of Epic Might)
Hard
1x Sapphire Treasure Chest (4 Tokens of Might, 60% chance for a Token of Epic Might, 2% chance for Token of Legendary Might)
1x Small Topaz Treasure Chest
x Hard Mode Treasure Chest (5% chance for Token of Legendary Might)
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.
Realistically, you can expect to get your first Epic 1.0 once you can defeat progression targets, such as Lady Vox or Lord Nagafen.
With some patience and luck, you can also find them in treasure chests of Tier 0 instances - available at level 25-44.
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 68+ 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 other hand, 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.
The server greeter can tell you your party's might. The Might-Table gives some examples for standard party sizes.
Most instances can be requested in the Plane of Knowledge. You hail the quest NPC, select the instance, then hail again to get the option to enter the instance with your party, or remove yourself from the instance.
Tier 0 (Level 25-44) instances are given by Pipwyn Brambletoe.
Tier 1 - 3 Solo/Duo instances can be requested from Uriel.
Higher Tier Solo/Duo instances are from Father Kinley, Tanya or other NPCs.
The player requesting the instance must have unlocked this instance. This is usually done by completing the previous tier.
If requesting a solo/duo instance with two players, the same is true for the second player.
If requesting a group or raid instance with a group (not a raid), the requester must be fully flagged and everyone else must meet the required level and have flags to enter the zone, but not necessarily the all progression flags, provided the difficulty mode is not Easy or Trivial. If it is Easy or Trivial, everyone must be flagged.
If requesting a group or raid instance as a raid, at least half the playeres must have unlocked the instance, the rest can be piggy-backed, provided the difficulty mode is not Easy or Trivial. If it is Easy or Trivial, everyone must be flagged.
The no-drop and attunable properties of items are for the most part unaltered from their original state. No-drop items can be traded between your own characters (same IP address) through Pam.
EQ Might is running on a dedicated server in Zurich, Switzerland. The server and network components are backed up by a USP. You can expect the following pings:
Europe 20-50ms, North America 90-180ms, Japan 220ms, Australia 270ms, China/HK 270ms.
Wifi and particularly mobile internet providers add an additional delay. A ping of over 100 ms is noticable. With a ping over 250 ms, the Internet "feels slow". However, the ping in EverQuest is far less critical as in other games such as racing or shooter games.
Availability: Up-time since July 4, 2022: 99.96%
Project Might is running an VDS in Toronto, Canada. You can expect a ping of 20-70ms in North America and 120ms in Europe.
All DPS classes should perform similarly. However, there are differences at different levels. Generall dps classes should reach around the following numbers with gear adequate for their levels:
60: 400+ dps (in Tier 5, Vex Thal gear)
65: 750+ dps (in Tier 7, Plane of Time gear)
66: 1500+ dps
67: 2500+ dps
68: 4000+ dps
69: 6000+ dps
70: 8000+ dps
Wardens rank 1/2/3 do about 150%/175%/200% of their regular dps.
Keep in mind that rogues can assassinate and ranger can headshot up to level 70, which can be efficient in certain situations.
Casters benefit from various settings:
Mana regeneration from items cap is 70.
Spell power from items cap is raised to 1800. Spell power increases the direct damage spells by about 20% of the spell power. It has no impact on damage over time spells.
Enchanter's aura adds spell and dot critical chance (8% for the 66 aura), as well as mana regen.
Enchanter's have custom illusion spells, which give extra damage (similar to bard) to selected elemental types (fire or magic).
There are various custom items with click-effects, such as direct damage, damage over time or mana flare.
There are various custom, necromancer-only items with out-of-era damage over time focus effects.
Pets of all levels are boosted. Some High-level pets from rank IV or V spells with 45 pet power focus do up to 2.5k dps.
Gates of Discord (GoD) is part of Tier 8 group progression, which unlocks Tier 9, level 67 and an upgrade of the Charm of Might. Defeating ZMTZ and Tunat are required to complete it. A lot of the GoD progression can be skipped, see Gates of Discord progression.
There are two options to complete Tier 8 without entering GoD:
Complete the Solo/Duo Tier 8 progression
Complete the Group Tier 8 alternate progression
Note that there is Fabled Version of Qvic (Tier 13), which requires the regular GoD flag to enter.