The core feature on the MegaMercs server is the mercs getting a makeover so they can be a more viable option for an individual player. We all know how flakey they have been in the past, but it just took some patience and TLC to get these mercs to a sustainable level of useability. Enhanced for a battle, with unexpected results.
Also the addition of two custom undead mercenaries, one is a healer, the other a tank. Both of them are at a Tier V capacity and pack a big punch in a good fight at higher levels. After rigorous testing at level 50, with (intentional) multi pulls and adds, the healer held it's own, non-stop, through the fight. (healing two player warriors).
It' not to imply that one player and a merc can solo all the content, but they are a bigger help than they ever were. You won't be disappointed in their behavior.
There is also an NPC in the PoK that will help you change the name of your merc.
Modifications have been made to make sure the mercs do not run away on you. They will stay there and die with you. 🤣
Added a clicky to summon the undead merc merchant on the fly. Anywhere, Anytime.
Gives you the option of dismissing and hiring a tank or healer merc, back and forth in any zone.
The merchant will depop after 3 minutes and has a cooldown timer of 3 minutes between uses.
(pic on the left was in Broodlands.)
The MegaMercs Server is not intended to be something big and special. It's not meant to produce custom content that hasn't been done before. It really is an aquired taste for people who may love grinding with mercs in an environment that presents a little less of a challenge than the average, non-custom server leveling. But it's not a "solo server".
What to expect (QoL)
First of all, when you create a new toon, it will spawn in the PoK, where you will find several helpful NPC's, all around the area where the soulbinder is. Aside from buffers, this also includes an npc with free, low level (custom) starting gear, available to all new toons. The common start weapons that you get upon creation have been slightly modded for damage. There is also an npc that will offer ports to the various starting cities, but BEWARE, it's not a good idea to use another race's starting city as a freebie port. But, if you can handle the fight. There is also a port to Tutorial if you are under level 15. There is a corpse summoner there that will also give you a rez. (if you die after level 10). There is 2 different buffers. One for single and one for group.
The origin AA will be available at LvL 1. Dock gnomes are hanging out around Norrath.
Here's some bad news for some of you. Sorry, but there won't be any scribers for spells or skills. You have to contribute something to the grind, as a player. But I did remove the price mods on most of the items and spells on merchants. If nobody bought spells or gear or did any quests, then it wouldn't be Everquest. Server-wide chat is not available until level 5. That is simply to deal with common server trolls.
Macroquest: If you're going to be using it, I assume it's done responsibly. I prefer not to deal with behavior issues, so please don't ask for it. I'm not a bitchy person by nature, I just want everyone to have a good time.
The Mercs
Hiring a merc is totally free and there is no upkeep cost. Aside from all the regular merc merchants in the PoK, you will see Guardian Shadowstep, the undead merchant. Through him, you can hire a Tier V undead tank or a Tier V undead healer. If you want to rename your merc, FIRST, suspend the merc. Then see Jennifer (Secretary of Mercenaries), right next to Shadowstep. Then follow her instructions. After, click unsuspend and the name is changed.
Even though the mercs have been modded, please don't assume they are invincible. Their stats, skills and spells go up with levels, just like you. (A level one cleric will give you level one buffs). And so on .....
Custom Zones
There is two custom zones added, with access not available until level 40+ plus. Orcland was created from a custom designed zone, that someone else made, as well as a smaller indoor zone called Orcs Lair. I did some of my own modifications to the zones with new names and id's and turned them into something useful. You will notice, the former Crescent Reach stone has been replaced with a common PoK book. That is the port to get to those 2 zones. They are set for level 40+ players, but Orcs Lair is level 45 and a little more tense with a boss spawn. Both of these zones drop custom lvl 40-50 gear.
You can view the Orc's Lair page to read more.
The Guild Lobby and Guild Hall are using the old version as well. The older version zone files are included with patch files. (They are from the UF client). We are also using the old version of Nektulos, so you would have to rename, or delete nektulos.eqg and nektulos_EnvironmentEmitters.txt
Your RoF2 client should already have older versions of other zones we use. (misty, east/west freeport, east/west commonlands, etc.) For practical purposes, we are using the new version of Highpass Hold and Lavastorm.
NPC Mobs
Overall general stats, ac, dmg, etc, on mobs level 30 and up, around Norrath have been reduced. Level 30-50 by 15% and level 50+ by 30%. The overall general content on this server is your basic PEQ DoN release, customized for a little easier play, as well as the 2 custom zones.
Naggy and Vox level check has been increased to 55, before you get banished. There is still common level restrictions and flags in place that you would normally encounter in EQ. There was no intention of taking the "Ever" out of Everquest on this server.