Eternal EQ Server Record

Server Settings

This record defines the laws, rates, and faction standards of Eternal EQ. It exists to preserve fairness, deliberate progression, meaningful danger, and a world where reputation has consequences that can be felt in the field.

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.