What this is
The goal is a faithful classic experience: the original rules, numbers and pacing, running on a modern, maintainable engine instead of an emulator of the original client.
Source-accurate rules
Mechanics are ported from the open EQEmulator server code at a pinned version, with spell and item data taken directly from the ProjectEQ database, not re-invented.
A modern engine
The world runs on Atavism, a Unity-based MMO engine with a Java server, so the game gets current tooling, rendering and networking.
Verified, not guessed
Every system is switched on only after it has been checked against the source data. Anything unverified stays off rather than being approximated.
Where it stands
The current test build is deliberately narrow: level-one characters in the Qeynos starting area, with the first spell and item systems working end to end.
Working in this build
- Spellbook: 720 book slots and 12 spell gems, with scribing from real scroll items and memorizing before casting
- First spells: a small set of verified instant damage and healing spells, including Minor Healing with its original heal, mana cost and fizzle rules
- Clickable items: item click effects with real cast times and charges that are saved and spent correctly
- Reagents and safe handling of repeated or interrupted casts
- Qeynos as the enabled starting zone
Not yet
- NPC combat and corpse loot from the source data
- Levels beyond one, alternate advancement and focus effects
- Buffs, damage-over-time, crowd control, pets and area spells
- Spell visuals and sound matching the originals
- Further zones and expansion content
By the numbers
The full source catalogs are already imported. These are counts of data on hand, not of finished mechanics.
Zones
Navigation meshes have been generated for the classic starting cities and their surroundings. Each zone is enabled on the server only once it has been reviewed.
Green: enabled on the live test server. Others: navigation built, not yet enabled.
Under the hood
Server and client are versioned together, and every deployed file is checked against its build manifest.
Joining the test
Testing is currently invite-only and needs the matching game client. Follow progress on HNGamers.