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News - EverQuest Legends Consolidated Thread (8 Viewers)

Huuuummmmm sounds like $10 for EQL and monthly $10, or in your way of thinking up the price of the game to $20 and take away one $10 for the first month and then $110 for the rest of the year. So either way you look at it you will be paying $20 + $110 = $130 (if you keep it for a year) or pay $10 +$120 = $130 (If you keep it for a year). You might want to check my math I failed it in high school.

One of my points is that instead of putting out a game with most of the bugs fixed befor launch day, we get to test for all the bugs the programmers are not good enough with their coding to find and fix. We do the work and they get paid.

Here is an idea, Let them pay us for testing there game. Free for all beta testers, or $10 a month for finding bad coding and bugs. (Only for the one that are in Beta testing.


Zeb
 
Huuuummmmm sounds like $10 for EQL and monthly $10, or in your way of thinking up the price of the game to $20 and take away one $10 for the first month and then $110 for the rest of the year. So either way you look at it you will be paying $20 + $110 = $130 (if you keep it for a year) or pay $10 +$120 = $130 (If you keep it for a year). You might want to check my math I failed it in high school.

One of my points is that instead of putting out a game with most of the bugs fixed befor launch day, we get to test for all the bugs the programmers are not good enough with their coding to find and fix. We do the work and they get paid.

Here is an idea, Let them pay us for testing there game. Free for all beta testers, or $10 a month for finding bad coding and bugs. (Only for the one that are in Beta testing.


Zeb

Yeah I see that. I think of it like DPG when you get into beta now by pre-ordering the expansion. You technically are not paying for the beta but in a way you are.


Speaking of which, I am so far having fun playing. It is different than THJ but so far I am liking it more since it feels more classic.

Some cool features are casting a beneficial spell will make it smart and effect you and not the target you are attacking. I also like the AA that casts all beneficial buffs you have at once. Also some beneficial spells and most songs are permanent until you change load-outs.

Also with enough grinding you can get all classes to 50 and swap as you please between 3 different ones at a time. Still some bugs but they seemed to have fixed instances with today's patch.
 
Not many people actually know this, because THJ was much more popular... but they're the original people that THJ copied from... just saying...
I mean, they say that...but if you follow that line of logic-- because Brad McQuaid once wrote some code for an idea, he's the real one behind THJ and everyone just copied it from him. May he rest in peace.

And we all know Maskoi is responsible for all of MQ. It was all his ideas that everyone else implemented after all.

Chainbreaker wasn't THJ and it's not even foundational for the amount of time and changes that went into THJ. I'm not saying THJ was original or anything, but that whole "they copied from my girlfriend in Canada, but you wouldn't know that because she goes to a different school" thing is meh.

At some point the people saying it was a rip off have to show their work or just accept that someone else did it better... Especially given their reputations for NOT showing their work.

If we're being realistic about all this though -- there's not much that's been done on the EQ client "mod" side in the EQEmu community that's not derivative of MQ. And the server itself is GPL. So at best when people say someone else "stole" their stuff it's a weak argument anyway since all those "proprietary" comments really start to fall apart in a community built around contribution.
 
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EverQuest Legends Producer’s Letter July 8, 2026​


Jul 08, 2026​

URL: https://www.everquestlegends.com/news/eqlegends-producers-letter-july-2026
901.jpg


Hail Norrathians!


The EverQuest Legends development team is moving incredibly fast and working very hard to get the game ready for launch. As we get closer, we want to share more information about how the game will work and what will be included in the base game versus what will be offered in the in-game shop. Those details follow and we will continue to keep you updated.


Race, Class, and Deity Unlocks​


There will be Untapped Potential Achievements for all race, class, and deity unlocks, which can all be earned through gameplay. Race and Class unlocks are already in the game. A Class Unlock Token will also be awarded the first time you level a class to 50 (see below). Deity achievements and unlocks will be implemented shortly after launch.


Level 50 Achievement and Alternate Storage​


There is also a General Achievement for reaching level 50 for the first time on any class. This is a one-time Achievement that will grant a Class Unlock Token and the following additional Alternate Storage:


+50 Tradeskill slots
+25 Dragon's Hoard
+5 Activated Item Slots
+25 Equipment Slots
+25 Exaltation Slots

We will be adding ways to earn additional Alternate Storage through gameplay post-launch.


Please note that we will also continue to make adjustments to the game to make it easier to manage your inventory. These changes include alternate storage for items such as Plane of Sky Quest Runes (they will be stored as “Currency” the same way Motes are).


Based on player feedback, the starting number of Loadout Slots will be increased to three (3) Loadout Slots, and the starting number of Equipment Slots will be 50. We will be adding ways to earn additional Loadout Slots through gameplay post-launch.

In-Game Shop

EverQuest Legends will use an in-game virtual currency called Iridium (IR):

$4.99 | 500 IR
$9.98 | 1,000 IR
$24.99 | 2,750 IR (+10%)
$49.99 | 5,750 IR (+15%)
$99.99 | 12,000 (+20%)


The following items will be available in the in-game shop (pricing is subject to change):

  • Deity Unlock Token | 500 IR
  • Race Unlock Token | 1000 IR
  • Class Unlock Token | 1500 IR
  • Additional Loadout Slot | 500 IR
  • Alternate Storage Increase | 500 IR (provides additional slots to one type of storage in the increments shown above)
  • Additional Inventory Slot | 500 IR
  • Weight Reduction Bags
    • 12-slot 100% WR Bag | 500 IR
    • 24-slot 80% WR Bag | 750 IR
    • 50-slot 0% WR 100 Weight Bag |1000 IR
  • AA potion | 500 IR (provides double points for the next five AAs and does not expire)
  • Name Change Potion | 1000 IR
  • Token of Reclamation (restore a lost item) | 100 IR
  • Various cosmetic items | Pricing TBD

Items may be added or removed from the in-game shop, and pricing may change.

Thank you all for your patience as we continue to do everything we can to make EverQuest Legends the best it can be! See you soon in Norrath!


David “Sysyphus” Youssefi
Executive Producer
 
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Let's get back on track, we have EQ, EQ2, now we add EQL to the group. My quest question is WHY! Why can they not take the content of EQL and just put it into either EQ or EQ2?

Right now you play Everquest and the only time you pay is when a new expansion is added. Now the expansions kind of equal the price if you had to pay monthly. Everquest Legends is a monthly fee of $10 (just for get the $20 and free month and just make it $10. So now it looks like we have a reverse of not paying a monthly fee to paying a monthly fee.

As I understand it, EQL has some or most of the content of EQ with changes coming in the future. Not all of the expansions but looks like they will be add them in some time.

The big question is are you going to drop EQ for EQL or keep them both and double what you pay?

Zeb
 
One: Darkpaw Games are not the active devs - it is Game Jawn whatever ran by Secrets with the assist from Darkpaw to iron out bugs and promote. Two: It is basically free money. Three: Darkpaw will never improve legacy content unless it makes them money.

I will never hand Daybreak another penny.
 

EverQuest Legends Producer’s Letter July 8, 2026​


Jul 08, 2026​

URL: https://www.everquestlegends.com/news/eqlegends-producers-letter-july-2026
901.jpg


Hail Norrathians!


The EverQuest Legends development team is moving incredibly fast and working very hard to get the game ready for launch. As we get closer, we want to share more information about how the game will work and what will be included in the base game versus what will be offered in the in-game shop. Those details follow and we will continue to keep you updated.


Race, Class, and Deity Unlocks​


There will be Untapped Potential Achievements for all race, class, and deity unlocks, which can all be earned through gameplay. Race and Class unlocks are already in the game. A Class Unlock Token will also be awarded the first time you level a class to 50 (see below). Deity achievements and unlocks will be implemented shortly after launch.


Level 50 Achievement and Alternate Storage​


There is also a General Achievement for reaching level 50 for the first time on any class. This is a one-time Achievement that will grant a Class Unlock Token and the following additional Alternate Storage:


+50 Tradeskill slots
+25 Dragon's Hoard
+5 Activated Item Slots
+25 Equipment Slots
+25 Exaltation Slots

We will be adding ways to earn additional Alternate Storage through gameplay post-launch.


Please note that we will also continue to make adjustments to the game to make it easier to manage your inventory. These changes include alternate storage for items such as Plane of Sky Quest Runes (they will be stored as “Currency” the same way Motes are).


Based on player feedback, the starting number of Loadout Slots will be increased to three (3) Loadout Slots, and the starting number of Equipment Slots will be 50. We will be adding ways to earn additional Loadout Slots through gameplay post-launch.

In-Game Shop

EverQuest Legends will use an in-game virtual currency called Iridium (IR):

$4.99 | 500 IR
$9.98 | 1,000 IR
$24.99 | 2,750 IR (+10%)
$49.99 | 5,750 IR (+15%)
$99.99 | 12,000 (+20%)


The following items will be available in the in-game shop (pricing is subject to change):

  • Deity Unlock Token | 500 IR
  • Race Unlock Token | 1000 IR
  • Class Unlock Token | 1500 IR
  • Additional Loadout Slot | 500 IR
  • Alternate Storage Increase | 500 IR (provides additional slots to one type of storage in the increments shown above)
  • Additional Inventory Slot | 500 IR
  • Weight Reduction Bags
    • 12-slot 100% WR Bag | 500 IR
    • 24-slot 80% WR Bag | 750 IR
    • 50-slot 0% WR 100 Weight Bag |1000 IR
  • AA potion | 500 IR (provides double points for the next five AAs and does not expire)
  • Name Change Potion | 1000 IR
  • Token of Reclamation (restore a lost item) | 100 IR
  • Various cosmetic items | Pricing TBD

Items may be added or removed from the in-game shop, and pricing may change.

Thank you all for your patience as we continue to do everything we can to make EverQuest Legends the best it can be! See you soon in Norrath!


David “Sysyphus” Youssefi
Executive Producer
"Untapped Potential Achievements" lol this is like "unlimited earning potential"
 
One: Darkpaw Games are not the active devs - it is Game Jawn whatever ran by Secrets with the assist from Darkpaw to iron out bugs and promote. Two: It is basically free money. Three: Darkpaw will never improve legacy content unless it makes them money.

I will never hand Daybreak another penny.
To be clear - Darkpaw is making money off of this. You were probably saying that to mean you won't be playing EQL either, but I could read it either way.

Kind of funny EQL is monetizing changing classes when Secrets specifically bagged on THJ for having an option to use the THJ currency to change classes.
 
Well I will not be playing EQL....... I have invested to much time and money over the years to add something that looks like what I am playing. I will stay with EQ and If I get a wild hair up my butt I might try EQ2 to see how it works.


Zeb
 
To be clear - Darkpaw is making money off of this. You were probably saying that to mean you won't be playing EQL either, but I could read it either way.

Kind of funny EQL is monetizing changing classes when Secrets specifically bagged on THJ for having an option to use the THJ currency to change classes.
If you look at GameJawn's website and when it was registered, it was during peak THJ lawsuit.

I find that, as well as their website as a whole to be wholely unprofessional. Everything about GameJawn seems sketchy, even if I try to remove my biases...
I'm not going to link it, don't want to give them the seo link juice, but GameJawn's website truly is something else.
 
I've been waiting for this information... These prices are astronomical in my opinion. Realistically there are only a handful of classes that will need to be h locked to switch you primary. But then, I'm now curious about the diety.. will that prevent me from switching my main class because I can't have a Shadow Knight who worships Tunare? Forcing me to unlock the class And diety? Only time will tell I suppose.

If they are going to be charging this much, just make it free to play.

I'm honestly at a loss of words because I'm filled with disappointment. I was genuinely excited to get it on this, but now I'm uncertain. I still haven't requested a refund yet in hopes if positive news... But man.. I just don't know.

Maybe I'll be ide it out and see what happens with live. But i still feel decepted and I don't like it

If you look at GameJawn's website and when it was registered, it was during peak THJ lawsuit.

I find that, as well as their website as a whole to be wholely unprofessional. Everything about GameJawn seems sketchy, even if I try to remove my biases...
I'm not going to link it, don't want to give them the seo link juice, but GameJawn's website truly is something else.
I just pulled up the website. It looks like a school project that was put online.


Based on your statement I bet daybreak was on communication with this group mid trial in anticipation of being able to monetize it's popularity. And you can't really ask the people your suing t come work for you I suppose.
 
Based on your statement I bet daybreak was on communication with this group mid trial in anticipation of being able to monetize it's popularity. And you can't really ask the people your suing t come work for you I suppose.
It's straight up robbery. Sue them n take their idea.

There's a right way, a wrong way, the anti consumer way, and the stupid way to handle cases like this. Dbg chose a combination of the last 3.
With how the votes turned out from Frostreaver, they know what their audience wants... Yet they continuously make decisions that make me think they hate their investors and their customers.
 

Race, Class, and Deity Unlocks​


There will be Untapped Potential Achievements for all race, class, and deity unlocks, which can all be earned through gameplay. Race and Class unlocks are already in the game. A Class Unlock Token will also be awarded the first time you level a class to 50 (see below). Deity achievements and unlocks will be implemented shortly after launch.

I'm now curious about the diety.. will that prevent me from switching my main class because I can't have a Shadow Knight who worships Tunare? Forcing me to unlock the class And diety? Only time will tell I suppose.

Your question seems to be addressed in the letter directly. Having a Tunare loving Druid/SK/<anything> is available right from the beginning. If you get to 50 with some other combo and want to switch deity or classes or races, there will be in game achievements to do so or you can take shortcut of the somewhat expensive but not game breaking store tokens.

The store items (to me at the moment) seem like shortcuts for those that don't want to put in extra time and want to run out of things to do faster. I don't really see any of the items being made available as something that I'll feel the need to spend money on but I guess things could change.
 
Your question seems to be addressed in the letter directly. Having a Tunare loving Druid/SK/<anything> is available right from the beginning. If you get to 50 with some other combo and want to switch deity or classes or races, there will be in game achievements to do so or you can take shortcut of the somewhat expensive but not game breaking store tokens.

The store items (to me at the moment) seem like shortcuts for those that don't want to put in extra time and want to run out of things to do faster. I don't really see any of the items being made available as something that I'll feel the need to spend money on but I guess things could change.

you can switch your 2nda nd 3rd class as much as you want. The class unlock lets you switch your 1st class to what ones you unlock. So at level 11 you pick a primary class the other 2 can be swapped to anything as often as you want.
 
To be clear - Darkpaw is making money off of this. You were probably saying that to mean you won't be playing EQL either, but I could read it either way.

Kind of funny EQL is monetizing changing classes when Secrets specifically bagged on THJ for having an option to use the THJ currency to change classes.
Yes. I won't be giving this game any money. As it is backed by Darkpaw/DB
 
Your question seems to be addressed in the letter directly. Having a Tunare loving Druid/SK/<anything> is available right from the beginning. If you get to 50 with some other combo and want to switch deity or classes or races, there will be in game achievements to do so or you can take shortcut of the somewhat expensive but not game breaking store tokens.

The store items (to me at the moment) seem like shortcuts for those that don't want to put in extra time and want to run out of things to do faster. I don't really see any of the items being made available as something that I'll feel the need to spend money on but I guess things could change.
I suppose I could have went further.

Let say I was a human pal/clr/dru.. all holy type .. "good" type.. and I swapped to. .dark elf / ogre Sk/necro/zerker... "Evil" types

There isn't a good amount the group I believe that would work between the six. My curiosity is if the diety will auto swap when I change, or if that would be stuck. Far to much work for me to test out in beta to let go to the wayside.. so I'll just wait and see!

(As an example now, I have a barbarian BL/BRD. I can't swapy main class to something that a barbarian can not play)
 
I wanted a place to dump my thoughts about the game so far, to hopefully help others decide whether they think it's worth it or not. There are also some really good features they have created that I believe may ultimately make its way into Live EQ in some form or another.

The Good
  • Summon Players - 6 Hour Cooldown (too long imo) that will translocate anyone in your group to your exact location from anywhere in the world. Very useful for setting up a PUG group/raid or at level 1 to get to another continent.
  • ADVL Loot Window - Similar to live but allows you to automatically merge/sell/loot/store items directly. Nothing ever needs to be looted into your inventory unless you want to keep it. Items can be automatically merged into identical items you own to build power, they can be auto sold as vendor fodder from the corpse, they can be looted into your inventory, or they can be sent to dragon hoard/tradeskill depot.
  • Instancing - Every zone can be instanced on demand given 5 tiers of difficulty. Raid instances have a 7d lockout, but difficulty levels are independent of eachother meaning you can do the same raid 5 times per week.
  • Quick Buff AA - Useful for any buff class, top tier for Shaman especially. Clicking this will auto cast every buff you have loaded on your bar. I have a buff spell list I load prior with 12 different buffs. These buffs hit everyone in your group/raid. It uses but does not require mana to do this. It will generally put me at 0 mana casting all of them, but I could be at 10 mana and still cast them all.
  • Out of Combat Regen - OOC takes like 6-12 seconds to kick in and with adjustments does about 5-6% hp/mana/endurance per tick.
  • Stances/Invocations - One of the cooler features that really helps define your build. Each character is always in 1 stance and 1 invocation and can be swapped at will with a 6 second cooldown. I'm not going to go into depth on what they all do but they provide some insane power.
  • Revamped Zones - Currently only low-level zones (Befallen, Najena, Blackburrow). They basically set all the respawns to like 5 minutes, added some really overpowered custom items to the nameds, and ensured there are no placeholders so nameds spawn every time. This is the place to farm for equipment in early levels and even going back at higher level to farm higher tiers is suggested for certain items. Looking forward to them doing these revamps on higher level content.
  • Spell Memorization - You can pre-learn any spell from any level and any class. This means you don't have to keep a bunch of scrolls in your inventory, they are already in your book and you can use them as soon as you hit level.
  • Ritual System - Certain spells go into a tab called ritual (ports, bind, gate, shrink) once you've learned them on a class. You can then use them on any class combo. Level a druid/wizard to get their port spells and you can now port from any class at any time. This is a neat system but not one that I have personally used yet.
  • Respawning - If your group is out of combat or all dead, you can respawn directly inside the zone/instance you were in. This is a fantastic feature and removes the need to wait for a rez and/or run back. This is probably one of the best features I think they have added.
  • Personalized Loot - Everyone gets their own loot pool from a mob. This gives purpose to grouping, it is almost better to group other than the drastically reduced xp rate. I added some random in a revamped zone I was in becuase I was farming a named mob for a weapon to upgrade. He needed the other item. When either of us got the opposite item, we would just trade them. This is a great system.
  • Upgrade System - Upgrading items by feeding them global drops called Motes or merging them with another duplicate drop. This can now also be done with spells and provides huge increases in the form of better stats, faster casting, faster cooldown, longer buff time, and higher resist check built into the spell. Think of malo/tash being baked into a spell, its great.
  • Exaltations - All weapon procs and armor focus are extractable once the weapon/armor reaches a certain level (appears to be rank 2-4 depending on item). No more being stuck using a crap tier robe because you wanted Improved Damaged II. You can rip the augment out and put it in an end game robe and have Improved Damage II on the new item.
  • Skill Up Rate - skill ups are not even a thing, once you level up your skills level almost immediately during combat or casting. Seems to be a 100% skill up per attack or cast. This means a level up is a near instant power surge.

The Bad
  • Very limited AA availability - People are making a fuss about the AA pots they are going to sell, but by the time you hit 50 you already have around 80AA or so. Given your classes, this is likely more than enough for anything actually worth buying. Hopefully they add in more as time goes on.
  • Storage - We have bank/hord/depot and a direct inventory storage DBG added for personas. These extra spaces are somewhat limited, and they are selling additional slots on the market. In classic, the biggest things you can do are collect set pieces in hate/fear and all of the quest items in sky. As it currently stands, I am full on everything just from farming sky to do all the quests. It takes a lot of inventory management to juggle all of this. They recently announced that at level 50 you double your storage, which is going to help a lot, but this has been my biggest contention with the "paywall money-grab". The other issue is that you can only merge items that are in your inventory or persona storage, meaning you will have to manually merge things that are in hoard the next time you are at a bank.
  • Classic Locked - Kunark supposedly on the horizon for end of the year, and then after that its apparently all customized. As a personal opinion, Classic is kind of garbage. The zones are all large and void of life or character, there's limited availability on end game farming zones and after hitting 50 3 days into the beta, I'm really short on anything worth exploring/doing. There are very limited quests in the game, and apparently a bunch of NPCS that references quests that we don't have available. Along with Classic, we also have the original zones (lavastorm, ro's, nek forest, commonlands, freeport, etc). I prefer the reworked zones for all of these for the same reason as above, they are all dry and void of any character. Just large open areas with nothing.
  • Classic graphics. For whatever reason, the devs have a hardon for classic models, to the point that they restricted personal choice. I can't stand the old graphic models myself, and I understand this is a personal choice for each player but the only reason I can think that they would hard limit this without any bypass available is that they want to monetize on custom ornaments. I will not be spending a single dime on custom ornaments for armor that looks like cardboard and these models are almost enough to make me not even want to play.
  • Limited to 1 character per account. I don't care to look up the justification for this, but to me it's just weird/annoying. I want alts, I want to try different things. Once you are level 50 on all your classes, there is currently no way to level down and go play with lower level friends or try any challenges (kill naggy at level 10). Since you only have 1 character, if you delete it to start over you also lose everything in bank/storage/hoard.
  • Higher difficulty zones offer more xp and higher tier drops for merging equipment. This comes at the cost of fighting mobs that have multiple classes. Some of these combos are really not fun to fight against. Wizards constantly spell stun with a seemingly infinite mana pool. Nearby mobs that are clerics will constantly heal the mob your fighting. Clerics/paladins you are fighting will also constantly heal themselves. Not every class combo has a way to interrupt this and sometimes these fights take way longer than they should. Wizard mobs in plane of sky use an ability called Detonate Mana which is difficult to resist and has like a 300ft pushback range to it. If you run into one of these mobs in sky it is game over, they will throw you off the edge of any island that doesn't have a building to hide inside.
  • Economy and No Trade Loot - There is no economy. The only thing worth selling/buying would be the global items called Motes. These drop in tiers of 1 through 10 and can be used to directly feed experience into items and spells. These are tradeable and would be likely be the primary in game currency for trading. The problem is there is nothing worth trading. All the raid gear (that is somewhat decent) is no trade by default. This also means that when I was farming hate with a guildie and kept getting the necromancer pet focus item, I just junked it while he couldn't ever get it to drop. Since its no trade, there was no way of me just giving it to him. Motes are the primary power spike in the game and are used to upgrade everything. They are not a common drop and getting the higher tier ones can be done with RARE drops or exponentially upgraded through a vendor system by trading in 2 of a rank to get 1 of the next rank.
The Ugly
  • Communication seems pretty sparse on intentions/direction. People are up in arms about certain things being tweaked and changed from things that were stated on previous videos (that have since been taken down). This is hearsay by me, just reporting what I have heard. The discord has been a dumpster fire for the last few days of people arguing, which is somewhat comical but there isn't really any Dev feedback on any of these issues. Their last stream they straight up ignored questions about some of these changes.
  • You are paying for the base game + recurring + expansions for a game that has already been mostly developed. It is crazy to see what the THJ devs were able to do compared to the P99+ experience we are getting now. Given that they were raking in cash from people that enjoyed the content, it kind of blows my mind that they saw that experience and decided that this was the product they wanted to put out.
  • The AA EXP pots make me chuckle. It's $5 for 5 AA. Instead of speeding up the rate, you just get granted +1 AA every time you gain an AA until all charges are gone. It's cheap enough, but is the largest waste of money I could possibly imagine. Given that it doesn't take a lot of AA to gain anything meaningful. On that note, the rate of exp gain as a whole is terribly slow. It's not Classic slow but it's just an annoyance to have to grind. Given theres not much to do at end game
  • It took them like 5 days to fix the instancing which wasn't working for a majority of the players. It was constantly reported and they "had all hands on deck over the holiday weekend fixing it". It ultimately got resolved, which is great, but now there's a major bug preventing weapon procs from working. I don't expect things to be immediately resolved, and were in beta, but again theres no communication on anything being worked on. They just recently added a channel in discord for "Known Issues" but
  • Another point for the graphics/models. To me they are ugly, and I look forward to the day someone codes a hack of sorts to pump in luclin models.
Overall, the experience has been mostly enjoyable but given the content very short on things to actually do once you've spent a few days hitting max level. I wish nothing but the best, and hopefully this grows into a great experience. I would much rather use my Krono to fund the monthly recurring, but I get their reasoning for separating the entities. I have a month of game time included with the pre-order purchase so I will play again at launch and cross my fingers that things are better then.

I'm sure there's more that I can think of but for me this is the bulk of the good and bad side of this game. Thank you for coming to my TED talk
 
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I suppose I could have went further.

Let say I was a human pal/clr/dru.. all holy type .. "good" type.. and I swapped to. .dark elf / ogre Sk/necro/zerker... "Evil" types

There isn't a good amount the group I believe that would work between the six. My curiosity is if the diety will auto swap when I change, or if that would be stuck. Far to much work for me to test out in beta to let go to the wayside.. so I'll just wait and see!

(As an example now, I have a barbarian BL/BRD. I can't swapy main class to something that a barbarian can not play)
You can swap your diety, and also save a loadout given the available (3) loadouts. Assuming that you have purchased or unlocked the diety (details haven't been provided on how to unlock yet).

Once you've unlocked anything in this game Race/Class/Diety, there is no restriction in using it in a combo you have unlocked. My iksar can now be a paladin/berzerker/rogue and assuming I unlocked Bertoxx as a diety I could choose that as well.

1783636562469.png
 
  • It took them like 5 days to fix the instancing which wasn't working for a majority of the players. It was constantly reported and they "had all hands on deck over the holiday weekend fixing it". It ultimately got resolved, which is great, but now there's a major bug preventing weapon procs from working. I don't expect things to be immediately resolved, and were in beta, but again theres no communication on anything being worked on. They just recently added a channel in discord for "Known Issues" but
  • Another point for the graphics/models. To me they are ugly, and I look forward to the day someone codes a hack of sorts to pump in luclin models.
It always amazes their refusal to consider 3rd party UI/customization plugins. Literally mqlua can build any of the features that take the dev team months in just a few hours (new UI engine written in typescript🤮 vs Lua with IMGUI 😎).
Taking directions from P99 is just asking wrong in 2026.
 
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