Sanctuary EQEmu: Pretty much EQ without the same stuff

Secrets

ResetEra Staff Member
1,871
1,878
So I've been following this EQEmu project named Sanctuary for a long time. Ever since its inception, it has promised a game about the journey and not the destination - kind of what we experienced in classic, but not quite the same content. I've been a big fan of the concept myself but could never get the ideas down on paper while also working on code and content.
I've talked with the guy who runs it (Zerjz) and he's pretty much sharing in the same philosophy for custom content that I have; almost a 'Sanctuary' for those players that want this type of game. So I'm sharing with you today an advertisement for an EQEmu server, something that I recently started contributing to: Sanctuary.

It's low pop, but don't let that fool you: It's classic-style EverQuest re-imagined with new content. From the introduction area, to the custom classes, to the open, persistent non-instanced world philosophy, this server is truly remarkable.

You start off in a zone called purgatory with nothing but starting food and drink; you have to punch, cast, and destroy its inhabitants to use tradeskills to craft yourself a weapon and armor.
There's a few quests, but all of the server highly depends on the tradeskill system. You gain experience for combining non-trivial tradeskill items, and you also gain benefits from items that you craft using the system.

To give some examples, you might find two pieces of dirty leather, then refine them in a tailoring kit, then combine those two pieces of leather into a glove to wear. The community has been sharing recipes that they discover with each other. GMs do not run around telling people what recipes are available, nor can you readily search for them - they have to be discovered using deduction and reasoning.

The core classes play primarily like EverQuest classes, with a few variations in names and available spells.
For example, the Alchemist (shaman class) has the ability to craft potions and throw said potions at NPCs. This uses the ground targeting mechanic present in the newer EQ clients as well, so you're actually targeting a ground point AOE for the potion. Another example includes wards placed on the ground with a ground target that radiate light healing every 10 seconds for 60 seconds.
There are plans for subclasses too, like the Adventurer's Merchant class. An Adventurer can become a Merchant, whose gear is primarily dependent on the amount of money they are holding. They get an ability to throw coin at the NPCs, depending on the amount of coin thrown (The amount is selected by right clicking on a "Heavy Platinum Coin" in your inventory repeatedly), they can deal damage depending on the value of money sacrificed up to 5% health of the NPC. Obviously an expensive class to play, but the option is there.
Other classes are traditionally more EQ-style classes, like the Assassin which plays like a Rogue. They get Escape, the AA, early in life. Most melee classes also get AA abilities early, such as dual wield passive AAs, and they all cost 0 points as the level cap is 50 and there are practically no AAs to be gained.

The actual combat content fills in with the style of the game; mobs can drop tradeskill components, as well as direct equipment upgrades. Most content is balanced around soloing, but grouping will make the game largely easier. There is a 3-box limit on Sanctuary so that people do not box armies. In the future, content will be designed around having to do individual tasks on specific boxes to discourage the want to box multiple characters. Visual cues as opposed to actions that can be reacted to quickly by multiboxers.

There's also my pride and joy; the housing/farming system. This allows players to buy their own plots of land for large sums of platinum. Each plot of land has a weekly upkeep cost. If you forget to pay your rent, someone can purchase your land and take all the items on it. There's also a weather-dependent farming system. Crops can be planted and grow naturally if the zone is raining, or if you use a bottle of water, you can water them and they will grow provided there is water present on the plant. Depending on the growth of the plant, a higher yield will be obtained from the plant. There is also the chance you get your seed back, or obtain rare harvests from specific plants. You can plant crops anywhere in normal zones, but they are only protected in the housing zones on your plots of land. There are also house items that have visual appearances (and a full system exists to move/adjust the position/rotation of these objects) and some special, combat-earned house items may have click effects that grant buffs and more.

Overall the server has some really good initial polish, it just needs some people willing to check it out. EverQuest: Rain Of Fear is the only supported client, you cannot use Titanium on this server. You can get ROF2 by downloading EverQuest Free To Play from Steam. You can also use their patcher to patch eqhost and required files after the Steam download from their website,Sanctuaryor here directly:http://goget.education/rof2/launcher...ryLauncher.exe

Here's the information for the server from the EQEmu server list:

Fully custom, brand new world to explore and conquer
Open world sandbox gameplay
No tiered content - horizontal progression
Player housing
Crop farming and gardening
Compatible only with RoF2


We live in an age of cookie cutter games and virtual theme parks. The modern expectation for an MMO isn't a world to live in - it's a game to play in and some buttons to mash; easy and rapid bursts of dopamine. Actions aren't held accountable because everyone is self sufficient, there's never a need to socialize, never a reason to help another out. Gone are the days of forging relationships, friendships, partnerships - they have been replaced by offline auction houses and cross server dungeon queues. Immersion is a thing of the past, as you are constantly being reminded that you're playing a game: buy this, click here, follow the glowing trail to the next quest hub. Players rely on mercenaries, bots, and boxes: artificial group members, treated like robots and used solely to propel through the content as fast as possible, rushing through the journey to arrive at the destination sooner. Quest dialogue is skipped, barely skimmed through, and condensed into a single list of objectives: kill and collect like a drone; seek and destroy.

Sanctuary is none of those things.

We don't believe in instant gratification. For us, it's about the journey, not the destination. Our players aren't just warm bodies to fill group slots, they are people, each with their own personalities and distinctive play styles. We cater to the heart and the soul, not brute strength. To progress through the content of Sanctuary, a player will need to use strategy, cleverness, creativity. Trying to smash your way through our content will result in death and its harsh penalties. Using your mind will result in satisfying rewards with real purpose and meaning, not just a bigger number on your sword.

Things will be slow. You will start out with nothing - naked, cold, and alone. What you wear will be sewn yourself, from materials you gather yourself. There are no quest hubs... there are no tasks with clearly defined objectives for you to idly complete while you watch a movie. Your weapon, if you choose to use one, will be handcrafted from the resources of the earth. Your character will be whoever and whatever you define it to be through your chosen style of play and through your actions and decisions. You may start as an Adventurer and decide that combat isn't really for you, and you would rather spend your time crafting unique goods and selling them to the other players, happily living out your days as a Merchant. That same Adventurer may choose to be on the front lines of battle, training to be a fierce Warrior. Both of these are completely different play styles, and both are totally viable options for the same base class.

Our game is designed for a player to play one character, focusing on its growth and development, and teaming up with friends and allies when the going gets rough. We do not design our content for "boxing" multiple characters, dragging them along behind you like robot butlers, and this play style is unsupported. Players of Sanctuary will get a much more rich and fulfilling experience by choosing one main character to play and sticking with it, as there is a lot of "horizontal progression" that doesn't necessarily get reflected in numbers and stats, and trying to spread this type of progression across multiple characters at once can be underwhelming.

Player economy is vital to Sanctuary. Many tradeskill recipes are kept exclusive to certain classes, subclasses, and progression points in our world. Each player is not intended to master every tradeskill, in fact, that would be impossible. Success with tradeskills comes from choosing one or two to master, and the opportunity for fame and fortune is ripe with our complex and elaborate tradeskill system. Start simply, combining a stick and coal to make a torch, and with some time and effort, you'll be a master woodworker, crafting ornate bows from the rarest woods available.

Our world is full of exploration potential, and when encountering what seems to be a brick wall, find a way to chip away at it until you can progress. If your ideas don't work, ask a friend, as two heads are always better than one. When brute force isn't doing the job, look around for resources that may help you come up with another solution. There is never just one way to solve a problem, and solitude and isolation from the community will get you nowhere. Use what has been given to you and strategize a way to find more resources to work with.

As you're playing Sanctuary, always keep in mind that here, the journey is more important than the destination. Enjoy your journey, build your community, and have fun!



Classes:

Adventurer

This rough-and-tumble spirit is always ready for anything. Upbeat and hearty, this fast moving adventurer takes the lead in any situation and never backs down. Possessing high proficiency in most weapons, and able to wear all kinds of armor, this is a good choice for those who want to stand on the front lines of battle and discover treasures and secrets before anyone else.

Subclasses:

- Warrior
- Merchant

Dragoon

Noble and just, Dragoons serve as natural champions for the causes they see fit. Taking the moral high ground in any situation, Dragoons are a trustworthy and valuable partner. Dragoons specialize in two handed weapons, particularly giant broad swords and lances, with which they are also able to bash their opponents. Dragoons wear heavy armor and plan their attacks strategically, sometimes opting to stand in the back and throw heavy spears.

Subclasses:

- Knight
- Dragoncaller

Monk

Monks are a sect of priest that have taken a vow to remain pure and chaste. They diligently train their bodies to ignore earthly temptations and needs. A Monk's ultimate goal is to achieve a state of enlightenment that transcends the mortal plane. Pacifist by nature, a Monk will defend himself if necessary, using hand to hand weapons, blunt objects, deadly shurikens, and sharp katanas.

Subclasses:

- Samurai
- Sensei

Summoner

Summoners are mages who specialize in the creation and invocation of supernatural objects and creatures. Pulling these things from seemingly nowhere, these summoners are deeply connected to a plane of existence that no one else can see.

Subclasses:

- Monster Summoner
- Geomancer

Occultist

An Occultist does not possess innate magical abilities, but rather has delved deep enough into the occult that he can invoke void magic through rituals and sacrifices. Many of the Occultist's spells are contained within dark grimoires and texts that are only legible to a highly trained occult scholar. Being that the Occultist is a person born out of the magical realm, he has training in all armor types and can wield most weapons.

Sublasses:

- Faustian
- Galaxian

Witch

Witches are highly attuned to nature and the protection of the natural world. Witches have such respect for plants and animals that they will avoid harming them at all costs, instead seeking guidance and comfort in their presence. Every Witch has a familiar with whom she has a deep and lasting relationship. Witches are natural healers and spiritual leaders, offering both physical and mental aid to her friends and allies.

Subclasses:

- Hedgecrafter
- Vodouist

Enchanter

Enchanters are masters of the material world, augmenting and altering objects as they see fit. With a wave of the hand, they can curse and uncurse items, supercharge their allies, and severely weaken their opponents. Enchanters are also able to communicate with the supernatural realm, calling forth a friendly magical wisp to aid them on their travels. Many Enchanters choose to specialize in the art of jewelcrafting, as precious gems are particularly conducive to their enchantment magics.

Subclasses:

- Jeweler
- Puppetmaster

Alchemist

Alchemists are primarily interested in the conversion and transference of one material to another - at a cost. The main pillar of Alchemy is that of Equivalent Exchange: For every gain, there must be an equal loss. Alchemists can create amazing potions unseen elsewhere in the world, using specialized waters and plant materials. They can also create poisons, able to be applied to weapons, food, drink, and used directly on the target of the poisoning. Alchemists are able to imbue precious metals, and even convert them to new metals altogether.

Subclasses:

- Medic
- Chemist

Assassin

The Assassin is a master of dealing death unexpectedly. Lurking in the shadows, one never knows when an Assassin may strike. These clever rogues are proficient in using piercing and slashing weapons for a clean, quick kill. The Assassin is able to talk his way out of almost any situation, and will be quick to flee when things don't go according to his plan.

Subclasses:

- Imp
- Ninja

Archer

The Archer is a master marksman, luring her prey into snare traps and then picking them off from a distance with her bow. A capable scout and hunter, the Archer can aid allies by foraging for food, fishing, leatherworking, and providing basic medical care.

Subclasses:

- Soldier
- Trapper

Bard

The messengers and entertainers of the world, Bards possess great musical talent. They chronicle the adventures of their allies, retell historical events, and provide comfort and entertainment to all.

Subclasses:

- Aristocrat
- Dervish

Priest

Stern and revered, these members of the clergy dedicate their lives to theological studies. Their connection to the gods grant them divine powers, able to heal the most tainted of souls with a splash of holy water and prayer. Some priests delve into the world of politics, moving their way up the ranks of the churches, while others go their own route, choosing to live a life of isolation and solitude.

Subclasses:

- Vampire
- Bishop

Necromancer

More than just mere dabblers in the macabre, Necromancers are truly undeath itself. They are responsible for bringing the undead into the world, and over time have served as the mortal planetary grim reapers. Necromancers help the lost spirits of the dead find their way, and a Necromancer will almost always be spotted at the scene of a murder or death, collecting the lingering ambient souls.

Subclasses:

- Grim Reaper
- Demonologist

Tamer

Tamers have wilderness survival in their blood. With their animal companions, a tamer spends all of her free time out in nature. They are exceptionally skilled in hunting, gathering, foraging, fishing, woodworking, and first aid.

Subclasses:

- Breeder
- Shifter

Sorcerer

A Sorcerer's philosophy is simple - magic in its purest form is the greatest gift to all mankind. Viewing other magical specialties as inferior and watered down, a sorcerer constantly tries to sharpen his mind and stay focused on his craft. Knowledge is literal power to a sorcerer, and he looks down upon those that don't expend an effort to learn and develop.

Subclasses:

- Chronomage
- Sage
Here's a video of the housing system. Much different from EQLive's

 

Secrets

ResetEra Staff Member
1,871
1,878
Why am I making a house and not slaying dragons?!

edit: and obligatory...is it in a browser?!
The idea behind housing is that you'll want to own a house, not that you need to own a house. If you want to slay dragons, you can. You can progress in the game without having one. Currently houses allow for a place to grow plants in peace and some clicky effects from specific house objects. If you want to play the game without having a house, it's possible.
The game is designed so that if you want to play the game the way you want to play it, it may be harder but not impossible. I've seen people decide not to do tradeskills on the server and succeed just fine. It's really hard to determine what would be the best option for characters right now as a lot of the game hasn't been discovered. Plus the game is more about the journey to max level and not the postgame.
The exp rate is very slow - a bit faster than P99, so you'll probably end up buying a house or doing tradeskills with the surplus of creature loot you obtain.

As for browser, no, it's not in a browser. It's on the EQEmulator loginserver using the RoF2 client. So you'll use your EQEmulator account (same one for P99) to log in.
 

Lenas

Trump's Staff
7,480
2,227
Started screwing around a bit and the server seems fun but not exactly as advertised. Claims to be against boxing but every other person I saw had at least one other character going. Guess it's unavoidable when there were < 10 people online. Needs moar bodies.
 

Secrets

ResetEra Staff Member
1,871
1,878
Started screwing around a bit and the server seems fun but not exactly as advertised. Claims to be against boxing but every other person I saw had at least one other character going. Guess it's unavoidable when there were < 10 people online. Needs moar bodies.
That's pretty much the case, unfortunately, with any low pop server - boxing is a needed evil initially, and then you're damned if you try and change that. As time goes on, the plan is to make content less boxing friendly at higher-end. There's so much scripting potential in EQEmulator that people haven't seen yet because no one has actually done anything drastic with traditional EQ content that specifically targets boxers.
Ideas include visual cues like a particle effect that appears during a boss encounter, specific players engaged in an encounter might have to perform an action based on those visual cues. These visual cues might only be visible by specific players for example, which anyone who boxes will know that's a literal pain the ass.

So far the content hasn't been designed around mechanics like that mainly because the server is in a growing state; when the population rises you'll see more of this type of mechanic and less of 'tank&spank throw more bodies at it' style of NPCs.

The idea is to make more players than intended for an encounter become a problem if you try and zerg encounters down, due to the mechanics associated with individual, specific players. They might eventually work around the mechanics, sure, but initially when no one knows the encounter stuff like that will still pose a challenge to boxing players due to specific boxes they might not be watching being targeted.
 

Secrets

ResetEra Staff Member
1,871
1,878
Actually, I just came up with a mechanic to fix the problem. It's going live now.

+ There is now an experience gain rate penalty incurred for boxing multiple accounts. This is a cumulative effect that will stack up depending on how many of your own accounts are being grouped with.
+ Players who single box only one character now receive an experience gain rate bonus. This effect works in groups you are single boxing in.

I'll be tweaking this system. Ideas I am playing with are:

+ If less than x players are logged in, this penalty doesn't apply.
 

Hathe

Silver Knight of the Realm
357
65
Make another VZ/TZ server, Secrets. Not sure if you were a part of the last one about 3 years ago, but I think I saw your name in ooc a few times. Most fun I've had in EQEmu by a longshot.