Korrupt
Blackwing Lair Raider
Here are some of they differences between TLP's and Live (from back in the day) for at least classic.
EverQuest Spell List - Spell list for TLP's
- Manastones and Staffs of forbidden rites are NOT in the game.
- Dark elf masks will be in and plentiful until Kunark
- Krono is in the game. They are a type of currency that can be bought from DBG or traded from other players. Each one is 1 month gametime. Items like lets say FBSS will sell for 8 krono week 1 and trickle down to 3ish krono right after. So in essence if you win an FBSS you either just won 8 months playtime free or you can trade it for high end items.
- Shield of the Immaculate is the chase item in Classic. You want one, everyone wants one, and you still use it even on live.
- AC is overpowered, you take absurdly way less damage nowadays and there is no cap you can reach in the xpacs Agnarr will hit.
- At level 5 you get origin AA which lets you gate back to your starting city as ANY class
- Coin weights nothing, you can carry millions
- Focii are in starting in classic - Improved Damage 3, Mana Pres etc are in the game from the get go which is very overpowered.
- Idols are in from classic, the diety based ones and the stats on them are very good and out of era
- Melee damage is buffed by a multiplier to bring all melee classes in line with casters
- /Pick - this command opens a menu which brings up copies of populated zones and lets you pick one where you camp might be open or where you and friends want to go.
- Necro's, Monks, and Shadowknights are insane DPS compared to live. I ran our parses as a SK up until Luclin if I got buffs and went try hard.
- Wizards and Rangers are also really strong DPS still. Rangers are a top 20 dps and Wizards though are more top 5
- Enchanters are overpowered as HELL. You can charm and do 3x the damage of most people alone. Necro's can also charm undead in guk in classic and solo pretty much all of Frenzy / Lord.
- Raid mobs (in open world) have accelerated timers, meaning they will spawn every 24 hours. In classic this means Vox, Naggy, Yael. The Sky stuff is on a different timer but its pretty close as well.
- Loot rains down on everyone and their alts. We allow one alt which was the greatest idea of all time to get raid loot and we still had TONS of loot rotting.
- Cash Shop - You can buy XP potions, 4 hour SoW pots, regen, and crack buffs. They go on sale for like 50 cents sometimes and personally I used the living shit out of them. 4 hour sow and clarity was strong in classic.
How does pick command work and what does it do?
I am going to use LGuk as an example - When Lower Guk (Base zone) reaches 50 people overall at once what happens is the server makes a copy of Guk which is accessible by /pick. The copy has the exact layout of L Guk and the same camps, monster types, and appropriate levels.
- You or your group can only ever be present in 1 pick at a time and there is a cooldown of 5 minutes once you /pick before you can use it again.
- Using /pick while inside of Guk is going to put you at the exact location you /pick from. So if you /pick from Frenzy room and the pick is fresh you are going to have everything agro. Location when picking is definitely something to pay attention to.
- Raid mobs specifically with "Mitigation of the Mighty" do not spawn in picks.
- People will pop into your camp all of the time checking to see if a pick is open, its pretty normal.
- There can be as many copies of a zone as there is players to force it once you reach that zones threshold in /pick. For instance Guk has 50 people and Guk 1 forms, Guk 1 then has 50 people and Guk 2 forms etc. This can and will go up to about 10-15 copies of zones like Guk or Sebilis in Kunark.
- If there is less than the minimum threshold for a zone the pick will collapse. In order to prevent abuse it takes randomly from minutes to hours.
Advanced Looting - Advance Your Looting!
Potions for buffs and %XP from Cash Shop
1. 10% exp bonus for four hours 100 DBC
2. 25% exp bonus for four hours 300 DBC
3. 10% exp bonus for four hours, group buff, 500 DBC
4. 25% exp bonus for four hours, group buff, 1400 DBC
Clarity, SoW, Regen (Gets dispelled if you get dotted) etc are 100 DBC and last 4 hours.
Will add as people ask more or remind me about things we've forgotten.
EverQuest Spell List - Spell list for TLP's
- Manastones and Staffs of forbidden rites are NOT in the game.
- Dark elf masks will be in and plentiful until Kunark
- Krono is in the game. They are a type of currency that can be bought from DBG or traded from other players. Each one is 1 month gametime. Items like lets say FBSS will sell for 8 krono week 1 and trickle down to 3ish krono right after. So in essence if you win an FBSS you either just won 8 months playtime free or you can trade it for high end items.
- Shield of the Immaculate is the chase item in Classic. You want one, everyone wants one, and you still use it even on live.
- AC is overpowered, you take absurdly way less damage nowadays and there is no cap you can reach in the xpacs Agnarr will hit.
- At level 5 you get origin AA which lets you gate back to your starting city as ANY class
- Coin weights nothing, you can carry millions
- Focii are in starting in classic - Improved Damage 3, Mana Pres etc are in the game from the get go which is very overpowered.
- Idols are in from classic, the diety based ones and the stats on them are very good and out of era
- Melee damage is buffed by a multiplier to bring all melee classes in line with casters
- /Pick - this command opens a menu which brings up copies of populated zones and lets you pick one where you camp might be open or where you and friends want to go.
- Necro's, Monks, and Shadowknights are insane DPS compared to live. I ran our parses as a SK up until Luclin if I got buffs and went try hard.
- Wizards and Rangers are also really strong DPS still. Rangers are a top 20 dps and Wizards though are more top 5
- Enchanters are overpowered as HELL. You can charm and do 3x the damage of most people alone. Necro's can also charm undead in guk in classic and solo pretty much all of Frenzy / Lord.
- Raid mobs (in open world) have accelerated timers, meaning they will spawn every 24 hours. In classic this means Vox, Naggy, Yael. The Sky stuff is on a different timer but its pretty close as well.
- Loot rains down on everyone and their alts. We allow one alt which was the greatest idea of all time to get raid loot and we still had TONS of loot rotting.
- Cash Shop - You can buy XP potions, 4 hour SoW pots, regen, and crack buffs. They go on sale for like 50 cents sometimes and personally I used the living shit out of them. 4 hour sow and clarity was strong in classic.
How does pick command work and what does it do?
I am going to use LGuk as an example - When Lower Guk (Base zone) reaches 50 people overall at once what happens is the server makes a copy of Guk which is accessible by /pick. The copy has the exact layout of L Guk and the same camps, monster types, and appropriate levels.
- You or your group can only ever be present in 1 pick at a time and there is a cooldown of 5 minutes once you /pick before you can use it again.
- Using /pick while inside of Guk is going to put you at the exact location you /pick from. So if you /pick from Frenzy room and the pick is fresh you are going to have everything agro. Location when picking is definitely something to pay attention to.
- Raid mobs specifically with "Mitigation of the Mighty" do not spawn in picks.
- People will pop into your camp all of the time checking to see if a pick is open, its pretty normal.
- There can be as many copies of a zone as there is players to force it once you reach that zones threshold in /pick. For instance Guk has 50 people and Guk 1 forms, Guk 1 then has 50 people and Guk 2 forms etc. This can and will go up to about 10-15 copies of zones like Guk or Sebilis in Kunark.
- If there is less than the minimum threshold for a zone the pick will collapse. In order to prevent abuse it takes randomly from minutes to hours.
Advanced Looting - Advance Your Looting!
Potions for buffs and %XP from Cash Shop
1. 10% exp bonus for four hours 100 DBC
2. 25% exp bonus for four hours 300 DBC
3. 10% exp bonus for four hours, group buff, 500 DBC
4. 25% exp bonus for four hours, group buff, 1400 DBC
Clarity, SoW, Regen (Gets dispelled if you get dotted) etc are 100 DBC and last 4 hours.
Will add as people ask more or remind me about things we've forgotten.
Last edited:
- 4