Server Overview
The Laws of the Labyrinth
Eternal EQ is designed around fairness, immersion, long-term progression, meaningful risk, and a leveling journey that rewards patience as much as courage. The sections below define the official standards that govern the world and keep the climb from level 1 to 80 honest, dangerous, and worth remembering.
Core Rules
The Conduct Expected of Every Adventurer
- No cheating, hacking, or exploiting bugs or unintended mechanics.
- Respect other players; toxic behavior, harassment, and intentional disruption are not tolerated.
- No AFK botting, automation, scripting, or unattended farming.
- Group play, exploration, and fair competition are part of the intended experience.
- GM decisions are final.
- Boxing Policy: Placeholder rule — final server boxing policy will be posted here once officially declared.
Server Philosophy
- Progression is intentionally slow and meaningful.
- Reaching level 80 should feel like a real journey, not a rush.
- Exploration and route choice are core parts of progression.
- Risk versus reward is central to the server design.
- Rare loot should feel exciting and worth hunting.
- Hub camps every 10 levels act as recovery, quest, and travel anchors.
Rates & Systems
Mechanical Standards of the Server
| System | Rate / Setting | Description |
|---|---|---|
| Experience Rate | Medium-Slow | Designed for an approximately one-month journey from level 1 to 80. |
| Progression Model | 80 Zones / 80 Levels | Each zone represents a progression step in the labyrinth, with multiple routes and danger scaling. |
| Hub Structure | Every 10 Levels | A hub or camp appears every ten levels to provide quests, supplies, recovery, and social interaction. |
| Loot Rate | Custom | Rare weapons and armor can drop throughout the labyrinth, and some items remain relevant for longer than normal gear. |
| Item Design | Long-Lived / Scalable | Certain items can stay useful through multiple progression bands or scale with character growth. |
| Faction System | Active | Reputation affects guard behavior, safe passage, merchants, and access to opportunities. |
| Guard Patrols | Dynamic | Guards roam faction-controlled zones and react differently to allies, neutrals, and enemies. |
| Grouping | Strongly Encouraged | Many routes, camps, pulls, and elite encounters are safer and more efficient with a group. |
| Death Penalty | Meaningful | Death should create tension and respect for danger without becoming excessively punishing. |
| Endgame Access | Level 80 | Endgame begins after the full leveling climb and acts as the next major phase of the server. |
| Class & Race Scope | Up to RoF2 | All races and classes up to RoF2 are supported within the custom world structure. |
Factions & Reputation Rules
The World Remembers Your Allegiance
Standing and Consequence
- Qeynos Alliance and the Circle of Tunare are aligned, while Qeynos openly opposes the Neriak Empire and the Horde.
- Neriak Empire and the Horde of Grobb / Oggok operate as dark allies across hostile territory.
- Freeport Coalition remains mostly neutral, pragmatic, and willing to profit from shifting loyalties.
- Tunare remains balanced in many conflicts, but wild territory still answers to respect or violation.
- Killing faction enemies can improve rival standing, while violating allies or protected spaces damages trust.
Guard and Access Rules
- Ally reputation grants safer passage, more reliable patrol support, and easier merchant access.
- Neutral reputation allows movement with caution, but offers little protection when danger arrives.
- Enemy reputation leads to attack-on-sight guards, denied access, and far riskier route planning.
- Faction standing affects vendors, protected spaces, hub safety, quests, and progression opportunities.