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View Full Version : A long and boring post about the origins of Everquest, from someone who was there


greatdane
10-14-2020, 11:07 PM
Hi there. This'll be long. If you don't care about this type of shit, fuck off.

Back in what must have been 1996 and a few years on, I played on a MUD called SojournMUD. Now, a MUD was a text-based roleplaying game. It was all text. There were no graphics. It might tell you that you stood in a forest, and then present you with a paragraph of text that described the appearance of this forest, along with the directions you could move into--typically the cardinal directions of north, east, south and west. The same was the case if you went into town or anywhere else. In that day we lived in the grid of N E S W. It would also tell you who/what was in the current "room" -- rooms were squares on the NESW grid.

Where was I going with this? Oh, yes. This was basically the standard fare of MUDs. Much debate amongst grumpy old cunts can be had about the true origin of this platform, but the fact remains that the codebase upon which most of the succesful MUDs were built had its genesis in the city of Copenhagen, Denmark (where I grew up!). Datalogisk Institut Københavns Universitet (DIKU; or the Institute of Dataology at Copenhagen University) is where the first easily adaptable MUD codebase was written. When DIKU was published, MUDs went from some obscure thing run in local unversity servers to something everyone could launch as an actual game. This coincided rather conveniently with the advent of domestic internet.

There were many more MUD codebases than just DIKU. I won't go into details here because anyone who gives a shit probably already knows about it, and anyone who doesn't won't care. Suffice to say that DIKU was to MUDs what EQEMU has been to private Everquest servers, more or less. It was a way to bring what had once been very isolated pockets of online gaming into the mainstream, and from there sprung many branches of what would eventually become the entire tree of wildly varied MUD codebases.

Now, on to something that you fuckers will care about. There was this here game called Sojourn (later renamed TorilMUD) which had its root in the DIKU codebase, but heavily modified, as was any MUD worth its salt in that time. This game was based around the Forgotten Realms which was the most mainstream D&D universe of its time. In its heyday (I would say 1996-1999) thsi game featured about two hundred players online on a good evening. It was regarded as one of the most popular MUDs. Online gaming was, after all, in its infancy. This is where MMORPGs were born, after all.

And on this MUD called Sojourn, the late and much venerated Brad McQuaid played. He played a ranger called Aradune. That was his "main." I'm sure he probably had other characters as well, just as anyone who has played Everquest for years has surely made a number of alts, but Aradune was his primary handle. I was rather young back then so I had no real relationship with him; he was one of those big-name players who the youngins and newbies looked up to. Much like the bigshots of any Everquest server.

Then one day - and I can't claim any sort of involvement - Brad McQuaid apparently decided to make a game for himself. A game with actual graphics. He was no doubt inspired by early MMORPGs such as Meridian 59 and Ultima Online, and the promising income from monthly subscriptions. Why, one could have a hundred thousand dollars each month if one built a game that enough people would want to play! Wouldn't that be neat?

I was never friends with "Aradune." I was like fourteen years old when he was already on the path to bigger and better things, so it would be dishonest if I claimed I knew him. I didn't know him any more than your average casual player on P99 knows the guild leader of the top raiding guild of the year. But his status was legendary beyond anyhing that we have here on this server, and he went on to create what we've spent a decade enjoying.

Here's a little bit of overly wordy trivia. I do not possess the skill of brevity, I'll admit, so if you're still reading, you're very patient indeed. Let's start with some simple stuff:

- Noone at the time had even the slightest notion that Everquest would become as popular as it became. The blokes who built this game came from MUDs that had maybe a couple hundred players online at a time, and even though they may have thought that they would attract more than that with a graphical engine, they had never in their wildest imaginations supposed that this would turn into tens or hundreds of thousands. This is why Everquest's servers were barely functional for the first month or so. They were totally unprepared.

- Some of Everquest's original code may have been copied directly from DIKU. Now, the fundamental essence of DIKU(MUD) was that it could never be monetized. It was perhaps the world's first piece of opensource code: anyone could download it, work on it, modify it, and launch their own game--as long as they did not charge money. Then Everquest came along, charging money, and one thing stood out: the feedback to many of the game's built-in emotes were direct copies of what was in DIKU. Word for word, when you /smile or /grin or whatever in Everquest. There was even a threat of lawsuits at the time, but I don't believe anything ever came of this. Knowing quite a bit about MUD codebases, I don't think the inner workings of the game were really copied - there would just be too many things that needed changed in order to accomodate a graphical engine - but we do have relics of the DIKU legacy in the form of such things as the six-second "tick." That's MUD thing.

- While I've just said that I don't think Everquest plagiarized the DIKU code, I'm afraid that it did basically copy SojournMUD in almost every regard. Brad McQuaid was not some paragon of originality. Vast swaths of Norrah are lifted wholesale from the gameworld of SojournMUD. The races are basically the same - a direct copy, in fact, down to their general stats and everything - and the world itself also bears a striking resemblance to the MUD where Brad blazed his trails. Two human cities (Waterdeep with its rich port and and Baldur's Gate as a more rural region with large stretches of land around it--ring any bells?) and a swampy troll city, a neolithical-themed ogre city. Leuthilspar, the city of gnomish inventors. The dreamy elven forest city of... honestly, I can't remember the name. There was your frigid northern city of the barbarians, your stronghold of the dwarves deep in the mountains... really the only meaningful difference was that the dark elves actually lived in a subterranean area called the Underdark, which Brad McQuaid could not plagiarize without suffering legal action because Wizards of the Coast were making good money off of R.A. Salvatore's Drizzt novels at the time.

- Even the classes of SojournMUD were remarkably similar to what we have in Everquest. You had the warrior, a class with very few skills beyond rescue (the MUD equivalent of taunt) and kick, bash and disarm. You had rogues who mostly just backstabbed, picked locks and disarmed traps. You had invokers, which are wizards in EQ but fill the same space: little more than direct damage spells. Conjurers became magicians: slightly worse damage spells than invokers but also the ability to summon elemental pets. Shamans, the masters of buffs and group heals (I guess that didn't carry over into EQ) with a spirit animal pet. Bards with their buff songs. Paladins and anti-paladins (shadowknights) who were basically watered-down warriors with some spells from the cleric and necromancer classes, respectively. The illusionist with its crowd control and defensive magics, much like enchanters. And hell, what do you know, ranger was regarded for years as the worst class on TorilMUD. The classes and races of that game were copied almost wholesale into Everquest.

- To put it briefly, each and every class and race in Everquest is a rather direct copy of their likeness on SojournMUD. I mean literally all of them. The whole lineup of classes and races, complete with their general roles and relative stats, simply simulated straight into Everquest. Wait, actually, Sojourn didn't have Erudites. That's the sole exception. Of course, then Kunark came out with its iksars and suddenly the game deviated strongly from its D&D-based lore, but it was already a phenomenon by then.

- Contrary to popular belief, the concept of raiding was not invented by Everquest. This had existed for a long time on Sojourn. At the time it was called "zoning"--I don't know why that was the term, but that's what it was called when numerous groups went to a particularly difficult place where only such a force could do anything, and killed legendary enemies. Examples include all manner of named giants and Tiamat, Queen of Dragons.

- All manner of little things that we associate with Everquest were invented here. Ressurection sickness, hell levels, re-memorizing spells (i.e. meditating) during combat, frankly even the concept of an actual tank, and several items themselves--I recall 'Diamondine Earring' being a +strength +health earpiece on Sojourn. While there are obvious mechanical differences between a wholly text-based game and Everquest, it's also very clear that the developers borrowed heavily from it.

Now, when talk of Everquest came about, the old guard of SojournMUD were none too pleased. They were very worried that this newfangled graphical MMORPG would steal away their playerbase. There was much consternation and outright hostility toward those who talked of jumping ship. I don't suppose that any threads from the 1997-98 period still remain available on the internet, but it was very much a concern for the game at the time. And sure enough, when Everquest began to materialize into something real, panic ensued. Sojourn rebranded itself as TorilMUD (it had split off once before into a game called DurisMUD) and was never the same again. Those with a taste for that type of gameplay simply moved to EQ.

TorilMUD is still operational to this day, but it is a faint shadow of its former self. What was once a thriving online community has dwindled to two or three dozen players at peak, and there is of course no bright future in store for it. But it's very interesting that this is what led to Everquest. Not only did the late Brad McQuaid play there, he borrowed so heavily from this game that if it had not been bound by the DIKU rules to make no money and claim no commercial rights, they would absolutely have been able to sue him for plagiarism. Everquest really is the graphical version of that MUD in almost all aspects.

Skarne
10-14-2020, 11:50 PM
Thats very interesting thanks for sharing

Jibartik
10-15-2020, 12:00 AM
- Contrary to popular belief, the concept of raiding was not invented by Everquest. This had existed for a long time on Sojourn. At the time it was called "zoning"--I don't know why that was the term, but that's what it was called when numerous groups went to a particularly difficult place where only such a force could do anything, and killed legendary enemies. Examples include all manner of named giants and Tiamat, Queen of Dragons.

In 2001 I was wearing my scars of velious shirt I got at the vegas convention, and a guy struck a conversation up with me in an elevator. He told me about a mud he played, and how there was some dragon that insta killed you when you opened a door.

And one day all the players got together and killed the dragon! It was a big deal to this guy.

I wasn't sure if that memory was me mixing up muds with the kerrafirm story from rallos.

But this was nice to see! :o I wonder if he was telling me about this mud! Always wondered about it for 20 years!

I never tried to find that mud or that history, becuase there was no way Id be able to since there were like 50,000 muds out there haha

greatdane
10-15-2020, 12:17 AM
I can't be certain that no other MUD had come up with something like raiding (there were, as you note, many), but Sojourn/Toril was certainly the first place where I heard of it. It even bears a striking resemblance to what it is in EQ: certain areas are meant for multiple groups to go and tackle much tougher challenges than what can normally be managed alone or in a single group, and the big bosses have a respawn time of x days. Usually the bosses would drop two or three items that were really powerful and valuable. What did not exist back then was the concept of "no-drop," so everything could be traded or handed to alts. We can see traces of this in early EQ where all the loot from the original dragons is tradeable.

Tunabros
10-15-2020, 12:20 AM
Never played MUD but they seem to be quite complicated
Maybe Im too used to modern games

greatdane
10-15-2020, 12:24 AM
Imagine you're standing in Greater Faydark. Instead of seeing graphics for trees and shit, you see this:

You are standing in: The Northern Forest of Faydark.

All about you, towering beeches and firs loom toward the sky. There is a sense of wonder about this place,
at once foreboding and idyllic. The faintest trace of music seems to catch your ears, but if you turn to look
toward it, you can't be certain if you heard it at all. The sky above is largely overshadowed by the canopies
of the trees, and the undergrowth is a vibrant carpet of insects and small forest creatures.

To the north is Orc Hill.
To the east is Kelethin Lift.
To the west is Crushbone.
To the south is Butcherblock Mountains.

Steve is sitting here.
Bob is standing here, fighting an orc pawn.
An orc pawn is standing here, fighting Bob.

An orc pawn punches steve for 4 damage.

Bob slashes an orc pawn for 6 damage.

Steve says, 'I'll heal you in a moment, buddy!'

When you get right down to it, it's not so very different from what's shown in EQ's main chat window, except it also tells you the visuals in text instead of graphics.

Incidentally the most approachable form of gaming for the visually impaired, thanks to screen readers. We had blind players who were no worse off than the rest.

Tunabros
10-15-2020, 12:35 AM
Imagine you're standing in Greater Faydark. Instead of seeing graphics for trees and shit, you see this:

You are standing in: The Northern Forest of Faydark.

All about you, towering beeches and firs loom toward the sky. There is a sense of wonder about this place,
at once foreboding and idyllic. The faintest trace of music seems to catch your ears, but if you turn to look
toward it, you can't be certain if you heard it at all. The sky above is largely overshadowed by the canopies
of the trees, and the undergrowth is a vibrant carpet of insects and small forest creatures.

To the north is Orc Hill.
To the east is Kelethin Lift.
To the west is Crushbone.
To the south is Butcherblock Mountains.

Steve is sitting here.
Bob is standing here, fighting an orc pawn.
An orc pawn is standing here, fighting Bob.

An orc pawn punches steve for 4 damage.

Bob slashes an orc pawn for 6 damage.

When you get right down to it, it's not so very different from what's shown in EQ's main chat window, except it also tells you the visuals in text instead of graphics.

Wonder what a raid will look like lol

greatdane
10-15-2020, 12:39 AM
I mean, once you know what you're dealing with, you don't look at all the "Joe slashes a fire giant for 24 damage" and shit, same as in EQ. It becomes a bit like the Matrix. All you see is the ladies in red dresses.

Jibartik
10-15-2020, 02:26 AM
I wouldnt be suprised if there was some direct references to some inside jokes from some (not so) famous muds that are designed into EQ quests, names or something, I wonder!

Skarne
10-15-2020, 07:27 AM
I wouldnt be suprised if there was some direct references to some inside jokes from some (not so) famous muds that are designed into EQ quests, names or something, I wonder!

Muddites! Haha I kid, but all this stuff is super interesting to me. Appreciate the time given to write this post.

Ennewi
10-15-2020, 08:20 AM
/thank
/ponder

And hell, what do you know, ranger was regarded for years as the worst class on TorilMUD.

and /laugh

monkeydoc
10-15-2020, 10:17 AM
Was the chessboard from Sojourn or some other MUD? I remember finding a chessboard and fighting pieces on a MUD when visiting my older brother. Then seeing it in BB (and eventually TD).

BlackBellamy
10-15-2020, 11:15 AM
Never played MUD but they seem to be quite complicated
Maybe Im too used to modern games

MUDs are literal descendants of the first text adventure games everyone played before any graphics became a thing. They basically took games like Zork or Planetfall and added the ability for multiple players to play at the same time, and this happened right around the time everyone started getting their 300 baud modems and a shitty connection to Compuserve or Prodigy for $8 an hour.

If you think corpse runs or losing experience is tough imagine getting this experience back in the early 80s:

https://imgur.com/7Zx7W2h.jpg

Lol yeah tough shit and also you're about to be eaten by a grue. Hope your torch lasts through the maze har har har.


You can play Zork here

http://www.web-adventures.org/games.html

Izmael
10-15-2020, 12:02 PM
I seem to remember that there was trouble between Verant (or was it still 989 studios?) and DIKU authors at some point and Verant invited them over to their office to check the EQ source code out and see that there was no bits of DIKU in it. IIRC the DIKU guys left satisfied with what they saw (still probably bitter they weren't part of the team heh).

Now, on the plagiarism. There's the software, and the content - two different things.

There's little doubt that the software, client and server alike, were written by Brad and friends from scratch. Trying to convert a text/telnet based MUD to a real-time 3D/UDP game would have been an absurd decision that noone in their right mind would have made.

The little DIKU code that actually could have been reused would have probably been easier to simply rewrite from scratch, granting you true code ownership (from legal standpoint, as well as from the technical one - you don't really own code that you don't fully understand/control).

The fact they ported over some CONTENT (races/classes/basic world layout and stuff like that...) well, I wouldn't call it plagiarism, rather a tribute and recognition of the fact that it was good. Just like Sojourn didn't plagiarize Tolkien or whoever invented the halflings.

Besides, the true challenge back then was probably the technical part - 3D performance, seamlessly managing thousands of clients on the same server... remember the hardware we had back then? lol!

Interesting write-up nonetheless. I was too young to play MUDs when they were still a thing but I did play the EotL MUD a little bit... over a 2400 bps dial-up modem. Good times.

BlackBellamy
10-15-2020, 02:46 PM
Two human cities (Waterdeep with its rich port and and Baldur's Gate as a more rural region with large stretches of land around it--ring any bells?) and a swampy troll city, a neolithical-themed ogre city. Leuthilspar, the city of gnomish inventors. The dreamy elven forest city of... honestly, I can't remember the name. There was your frigid northern city of the barbarians, your stronghold of the dwarves deep in the mountains...


Just like Sojourn didn't plagiarize Tolkien or whoever invented the halflings.


These are all very common fantasy tropes anyway, existing before all this in literature. How many human ports next to the plains have been there? Oh look there's one https://wiki.rpg.net/index.php/Map_of_Sanctuary

I mean if I was making a world I would definitely be putting barbarians somewhere cold and trolls right in the swamp and of course the elves live in the forest.

(Yes you could put barbarians in the jungle but then they would be called 'savages'. Don't ask me, it's just the way it is.)

And the classes, well those are all tropes too, the warrior, the wizard, etc. Everyone was copying from everyone else those heady days. It was like a pandora's box was opened. All of a sudden fantasy has become cool in the past few decades with Tolkien and D&D becoming popular and computer fantasy games and people were miniature gaming with 40k and things like that, and everyone was generating content and ideas as fast as they could. Remember that was right before the apex of Fantasy Frenzy which hit in 2001 with the first LOTR movie being released and really kept up for like decade. I don't think it would have been feasible to release a fantasy product back around then without stepping on some one else's ideas.

Jibartik
10-15-2020, 02:59 PM
MUDs are literal descendants of the first text adventure games everyone played before any graphics became a thing. They basically took games like Zork or Planetfall and added the ability for multiple players to play at the same time, and this happened right around the time everyone started getting their 300 baud modems and a shitty connection to Compuserve or Prodigy for $8 an hour.

If you think corpse runs or losing experience is tough imagine getting this experience back in the early 80s:

https://imgur.com/7Zx7W2h.jpg

Lol yeah tough shit and also you're about to be eaten by a grue. Hope your torch lasts through the maze har har har.


You can play Zork here

http://www.web-adventures.org/games.html

https://youtu.be/GVkT1ZPjmss?t=11

https://i.imgur.com/9FUIuy9.png

greatdane
10-15-2020, 06:26 PM
These are all very common fantasy tropes anyway, existing before all this in literature. How many human ports next to the plains have been there? Oh look there's one https://wiki.rpg.net/index.php/Map_of_Sanctuary

I mean if I was making a world I would definitely be putting barbarians somewhere cold and trolls right in the swamp and of course the elves live in the forest.

(Yes you could put barbarians in the jungle but then they would be called 'savages'. Don't ask me, it's just the way it is.)

And the classes, well those are all tropes too, the warrior, the wizard, etc. Everyone was copying from everyone else those heady days. It was like a pandora's box was opened. All of a sudden fantasy has become cool in the past few decades with Tolkien and D&D becoming popular and computer fantasy games and people were miniature gaming with 40k and things like that, and everyone was generating content and ideas as fast as they could. Remember that was right before the apex of Fantasy Frenzy which hit in 2001 with the first LOTR movie being released and really kept up for like decade. I don't think it would have been feasible to release a fantasy product back around then without stepping on some one else's ideas.

Trust me, EQ copies a lot more from Sojourn/Toril than just the common fantasy tropes. Whole zones are basically copied and renamed, several items with literally the same names and stats, classes and races are basically exact replica besides a select few exceptions (Sojourn had yuan-ti, EQ had to call them iksars and give them legs because yuan-ti is a WotC trademark). The whole fundamental concept of these two games is basically the same. Sojourn actually plays exactly like text-based Everquest. A lot of the text prompts from things like socials are literal copy-pastes from Sojourn (some were stock DIKU, some not). This goes way beyond sticking to fantasy tropes, Brad very much used content from Sojourn.

That game's community was really pissed about it at the time, and they kinda had a point. Stuff like conjurer/magician being a class based on a permanent elemental pet chosen from one of the four elements, and mostly just damage spells besides, is not some kind of fantasy stereotype. All the classes are that similar, with just a few differences because EQ chose to use mana instead of memorized spell slots, and has a 3D graphical environment allowing for things like snares. While Sojourn is based heavily on AD&D, it also deviates from that ruleset in a number of ways to accomodate a level cap of 50 and a style of game where you can't "rest for the night." Everquest didn't copy D&D tropes, it copied Sojourn.

greatdane
10-15-2020, 07:13 PM
Here's an excerpt from a newbie guide for Sojourn, circa 1998. Much of this is clearly inspired by D&D, but a lot of it was unique to that game:


CLASSES:

Cleric
Clerics heal. They pray for their spells, which are granted to them by their gods. They have good hitpoints, much more than mage types and can wear more equipment, for example platemail. Clerics are always a requirement in groups.

Shaman
These are a 'hybrid' priest and mage. They are more tribal, drawing their power from spirits. Shamans can heal to a lesser extent than Clerics, but they get some powerful offensive spells, a spirit pet, defensive and utility spells and a group healing spell which is very nice. Shamans are not a definitive requirement in groups (that is, without a shaman a group can still be formed), but they are always very welcome to join because of their strengths. For fighting dragons and other casting mobs, group heal is a requirement - this is when you cannot go without a shaman.

Druid
Priests of nature. They draw their spells from the gods of nature and the woodlands. They have healing and offensive spells, in addition to nice utility spells such as moonwell (teleportation). Not a requirement in groups but nice to have.

Invoker
These are mages who specialize in offensive magic. They have few hitpoints and no defensive spells, but their offense is really strong. Someone is always needed for damage in groups, so invokers are usually more than welcome.

Enchanter
These are mages who specialize in defensive magic. Similar to invokers in that they have few hitpoints, they protect and defend the group. They also get very nice utility spells and are very powerful at higher levels. Always needed in groups.

Elementalist (previously Conjurer)
Mages who specialize in conjuring. They get some nifty spells and four powerful elemental embodiments, each giving the recipient special powers. Using these, they can actually do a lot solo, too. Not a core requirement but very nice.

Necromancer
These are mages who dabble with the dead. They can raise and command undead. They get nice offensive spells, and the option to quest for the Lich class at high levels, which makes them even more powerful. Not a required class, but always welcome.

Warrior
Warriors take the beating from the enemy while the rest of the group fights it ('tanking'). They have the highest hitpoints in the game and skills which keep them alive and allow them to save other group members. Warriors don't do much damage, so know that before you roll one; choose a rogue or ranger instead if you want that. Always needed in groups.

Paladin
Crusaders of the just cause. They are hybrid Warriors/Priests, that is, they are warriors with priestly spells. They have fewer hitpoints than warriors, but some nice spells to make up for it. Also, they have the best defensive skills in the game. They ride on mounts and fight in mounted combat. They can wield 2-handed weapons without penalty. Get extra experience for slaying evil aligned creatures, but lose experience for slaying neutral or good creatures. They have to remain of good alignment, or lose their powers. Can easily replace a warrior as tank in a group. Overpowered in my opinion since they can do almost everything warriors can do, but better, in addition to many unique skills/spells.

Anti-Paladin
Crusaders of a foul cause. They are hybrid Warriors/Necromancers, and their spells are more offensive in nature. Also ride and fight mounted and wield 2-handed weapons. No bonus for killing any specific alignment, but don't have to worry about it either. Not required in groups, but a good addition.

Rogue
The thief/assassin class. Frailer than Warriors and (Anti)Paladins, they don't tank very well. But they can dual wield, backstab, use various poisons and do a great deal of damage. Can detect traps and disarm them and pick locks. Very strong offense. Sneak and hide are extremely powerful skills. Not required in groups unless the zone has traps or locks, but always welcome.

Ranger
Rangers are warriors attuned more to nature. They cannot tank as well as Warriors or (Anti)Paladins, but easily better than rogues. They get most skills warriors do, but are not as good at them. They can wield two weapons with great skill and do good damage. They can also use ranged combat, that is, fight with bows, and they do incredible damage this way. They are also granted some spells by their gods. Not a requirement in groups but nice to have.

Bard
Bards are musicians, their skill with song and instrument gives them the ability to magically influence players, fights and monsters. They can do some damage and provide nice utilities with their songs, especially at higher levels. They can do some damage with weapons as well. Bards are basically a cross between rogues and enchanters.


RACES:

Humans - the standard race by which all others are measured. No particular strengths or weaknesses. Good casters and rogues. Average warriors, but poor when compared to barbarians and dwarves. Good antis and paladins.
STR *** DEX *** AGI *** CON *** WIS *** INT *** CHA ***

Dwarves - shorter and much stronger than humans, but not as intelligent. Live long and thus wiser than humans. Good warriors and clerics. Have innate infravision (see red shapes in the dark).
STR **** DEX *** AGI ** CON **** WIS **** INT ** CHA **

Barbarians - taller and swarthier than humans, but slower and duller. Good warriors and shamans. Have bodyslam innate.
STR **** DEX ** AGI **** CON **** WIS *** INT ** CHA **

Halflings - small and very fast, but weak even though they have decent hitpoints. Make excellent rogues. Hide and sneak innate.
STR ** DEX ***** AGI **** CON *** WIS *** INT ** CHA ***

Grey Elves - frail and thin. Very intelligent, quite fast. Good casters and rangers, bad warriors. Innate infravision.
STR ** DEX **** AGI ***** CON ** WIS *** INT **** CHA ****

Half Elves - frailer than humans but stronger than elves. Excellent rangers. Innate infravision.
STR *** DEX *** AGI *** CON *** WIS *** INT *** CHA ***

Gnomes - a short, smart race, but also weak. Gnomes tend to fidget around and invent things. Consequently, they make good mages.
STR ** DEX *** AGI *** CON *** WIS ** INT ***** CHA **

Trolls - tall, thin but strong and very fast. Good strength and even better constitution and agility, but fire based spells destroy them and they are stupid as a rock. Good warriors. Have infravision, bodyslam and regenerate innates.
STR **** DEX ** AGI **** CON ***** WIS ** INT * CHA *

Ogres - huge and enormously strong, but slow and stupid as a rock. Excellent warriors. Innate bodyslam, infravision and doorbash. Highest hitpoints and strength of any race.
STR ***** DEX ** AGI ** CON ***** WIS * INT * CHA *

Drow - Evil elves, aka dark elves. Frail but smart and fast. Good casters and rogues. Innate levitation, faerie fire and ultravision (don't need a light to see in dark, but blind during the day).
STR ** DEX **** AGI **** CON ** WIS *** INT **** CHA ****



MUDs change a lot more than commercial games, so classes and races have been added/removed a number of times throughout the history of Sojourn. That's what they looked like at the time when Everquest was being designed. I have no idea what they might be today.

unleashedd
10-16-2020, 05:30 AM
dark elves need daytime blindness! iksars should get a nighttime debuff

BlackBellamy
10-16-2020, 09:22 AM
Trust me, EQ copies a lot more from Sojourn/Toril than just the common fantasy tropes. Whole zones are basically copied and renamed, several items with literally the same names and stats,

Oh yeah I'm not denying all that, it's just that I'm willing to accept it as part of a general fantasy/software development trends at that time. My point was that Sojourn wasn't completely original - it's not like Brad adapted Ringworld or Riverworld which are unique concepts, he copied from people who were copying from others. Maybe not in the same detail but tomatoes tomatos.

greatdane
10-16-2020, 11:35 AM
Sojourn didn't really "copy" D&D/Forgotten Realms, it was a D&D/FR game, though with some mechanical differences to accomodate the shift from tabletop play to an MMO platform and the text-based format. The MUD was permitted by TSR/WotC and was fully free to play, as per the DIKU license which prohibited charging money in any way. It didn't copy anything any more than one could say that Baldur's Gate copies AD&D.

What Everquest did was copying. It's like if someone today made a new MMORPG with classes and races that are literally the same as the ones in WoW, down to exact abilities and balance paradigm, as well as a world that basically is Azeroth but with different names and such.

Even at the time, it wasn't normal for games to directly take the exact assets of other games unless they were games of the same ruleset (i.e. D&D). This is why there was a lot of consternation and talk of potential legal action. Imagine if Fallout 3 was not actually called Fallout 3 but everything in the game was what it is in FO3 as we know it, except the developers just didn't acknowledge it and hadn't made any kind of deal with Black Isle or Interplay. That's what Everquest did.

I didn't make this thread to smear Brad McQuaid or anything, I just feel like people aren't quite aware of how much of Everquest is an actual direct copy-paste of that game. Some of it happens to be D&D/fantasy tropes because that's the game that was copied, but it goes way beyond that and would not have been legal at all if Sojourn had been more than a free-to-play game run by a handful of hobbyists with a few hundred players.

Zoolander
10-16-2020, 09:55 PM
so tigole was aradune 2.0 rite ?

BlooDReDRagE
10-19-2020, 02:45 AM
Thanks for sharing this!

I really do miss MUDs sometimes. My addiction was always Dragonrealms and Gemstone.