erik_llewellyn
02-22-2008, 12:49 PM
I have been running my own Minilogin for about two years now and have thought about converting it to public for a while. I am wanting to see how much intrest people would have on my server before I launch it live. If there isn't much, then I won't clog up the server list with another low to nil active player server:grin:
Some things about it.
I have reworked the spells and tradeskills a bit to be a quest driven system even more so than the basic PEQ DB is.
All PEQ mobs/quests/items/tradeskills/ect... remain in the server and are available, I have just added mine to them.
No GM commands are available to players, this is a lagit rules server.
All spells and items are usable by anyone. I strongly encourage player freedom. If you want a Blade of Carnage wielding wizard:shock: , go ahead. Just keep in mind your starting class does limit your skill in weapon/defense and mana/hp/end areas...just because you think you are a tank when you are a wizard, doesn't mean you can make your body act like one;)
The spells and tradeskill items are no where near totally complete for quests yet as it is beyond a massive undertaking, but I am continually working on them. If there is something in particular someone wants, just let me know and I will bump it to the top of the todo list.
My end goal is to have EVERY (insert insane laughter here) spell and item in the game quest/tradeskill able.
Spells
Every spell must be quested for.
Every spell is evolving up to the level cap of 70. This means that every spell will continue to improve from level 1 thru 70. Example: the Cleric spell Courage starts at 3ac/11hp, improves by 0.2ac/1hp per level, and ends at level 70 being 17ac/80hp
For spells that have no direct benefit from increases to damage/buff ammount, mana cost/casting time is reduced as your level increases
No spell has a level requirement, but spell upgrades will still require more mana than thier weaker replacements brings in a mana cost vs mana pool effectiveness ratio
Tradeskills/Items
Every item is player createable
To discover how to create non-typical items, you must either find the NPCs with the knowledge, use trial-and-error, learn from other players, or reverse-engineer the item you wish to make.
To reverse-engineer an item, you will need the appropriate advanced combiner kit, a solvent, a copy of the spell: Identify, and some luck. A high skill level in the appropriate tradeskill will help your chances, but be warned that high-end items will still be risky...but the rewards could be worth it all;)
Final thoughts:
I am also looking into adding in Titles that players can achieve when they do quests for the leaders of each race or city. Examples could be "Prince of blah", "Warlord of blah", and "Advisor of blah". I haven't started anything on this yet, just a thought I have had.
Some things about it.
I have reworked the spells and tradeskills a bit to be a quest driven system even more so than the basic PEQ DB is.
All PEQ mobs/quests/items/tradeskills/ect... remain in the server and are available, I have just added mine to them.
No GM commands are available to players, this is a lagit rules server.
All spells and items are usable by anyone. I strongly encourage player freedom. If you want a Blade of Carnage wielding wizard:shock: , go ahead. Just keep in mind your starting class does limit your skill in weapon/defense and mana/hp/end areas...just because you think you are a tank when you are a wizard, doesn't mean you can make your body act like one;)
The spells and tradeskill items are no where near totally complete for quests yet as it is beyond a massive undertaking, but I am continually working on them. If there is something in particular someone wants, just let me know and I will bump it to the top of the todo list.
My end goal is to have EVERY (insert insane laughter here) spell and item in the game quest/tradeskill able.
Spells
Every spell must be quested for.
Every spell is evolving up to the level cap of 70. This means that every spell will continue to improve from level 1 thru 70. Example: the Cleric spell Courage starts at 3ac/11hp, improves by 0.2ac/1hp per level, and ends at level 70 being 17ac/80hp
For spells that have no direct benefit from increases to damage/buff ammount, mana cost/casting time is reduced as your level increases
No spell has a level requirement, but spell upgrades will still require more mana than thier weaker replacements brings in a mana cost vs mana pool effectiveness ratio
Tradeskills/Items
Every item is player createable
To discover how to create non-typical items, you must either find the NPCs with the knowledge, use trial-and-error, learn from other players, or reverse-engineer the item you wish to make.
To reverse-engineer an item, you will need the appropriate advanced combiner kit, a solvent, a copy of the spell: Identify, and some luck. A high skill level in the appropriate tradeskill will help your chances, but be warned that high-end items will still be risky...but the rewards could be worth it all;)
Final thoughts:
I am also looking into adding in Titles that players can achieve when they do quests for the leaders of each race or city. Examples could be "Prince of blah", "Warlord of blah", and "Advisor of blah". I haven't started anything on this yet, just a thought I have had.