Project Morituri features
A multiclass EverQuest server built for the solo gladiator and small group. Hold four classes at once, command an army of pets, and wield living gear that evolves as you conquer.
Multiclassing & the Hero tab
Every character can hold up to four of the sixteen classes at once and use the spells, skills, disciplines, equipment and alternate abilities of all of them together.
- Hail any class guildmaster and ask to become that class. Any race can take any class.
- A new class starts at level 1, and your hero's level is your lowest class until it catches up. Experience goes to your lowest classes first, and your other classes keep their levels, skills and AAs.
- Every class sitting at your lowest level takes the full experience from a kill rather than a share of it, so levelling with four classes is as fast as levelling with one.
- Spells and disciplines are never bought or hunted down: every one your classes can use is written into your book the moment you reach its level, for each class you hold. Your book and spell list show only what your current level can use, and the higher ones appear as you level.
- The Hero tab in your inventory lists every class, the ones you hold and the level of each. Adding or dropping a class is instant and free anywhere, as long as you are out of combat and keep at least one class.
- Dropping a class shelves it: its skills, alternate ability ranks and scribed spells are kept and return when you take the class up again.
- The spellbook holds 2,880 spells across four volumes, switched with /book 1 through /book 4.
- Every timed alternate ability gets its own timer, and the add-on gives each class its own discipline timers, so one class's abilities never lock out another's.
- Spells from all of your classes stack with each other.
- Everything your classes bring counts at once: heroic Intelligence and Wisdom give mana to every caster class you hold, class resist bonuses apply (the highest one for each resist), and focus effects limited to a class work for all of your classes.
- Lady Lachesis in the Bazaar severs a class for free, gives a single-class character a random set of four classes at its current level, and resets AAs (free once, then 5 Favor). She also lowers or restores any one class you hold for 500pp per level: progress inside the new level resets to its start, your other classes are untouched, and a class can only be restored to the level it was lowered from.
- Heroes go anywhere: once a character has held more than one class, zone minimum-level restrictions no longer apply. Zone maximum levels still do.
Multiple pets system
Hold more than one pet class and command a pet for each of them at the same time, up to nine permanent pets.
- The add-on pet window shows every pet you control with its health and target. /pets lists your pets and /petcycle rotates which one the pet window follows.
- Past your main pet, the pet window gives the next two pets a row each and they keep those rows as you target them; targeting a pet still makes it your main pet. The pet buff window shows every buff on the pet, not only the first 30.
- #petcmd gives an order to some of your pets, picked by the class that summoned them — for example #petcmd attack nec mag, or #petcmd hold off all.
- A pet with taunt on holds aggro. Pets that are not taunting are immune to rampage, and pet alternate abilities also apply to swarm pets.
- Carry your class's pet bag and the weapons and armor inside it become your pet's gear; change the bag's contents and the pet re-equips.
Tiered loot & living gear
Drops can roll as Enchanted or Legendary copies of the base item — 63,773 items in the game database have upgraded versions — and gear in your Power Source slot climbs a tier on its own.
- Named and raid encounters roll their notable drops from a pool shared by every named monster of their tier and expansion, so one camp is no longer the only road to one item. A named rolls one notable, a raid boss two, in place of its own rather than on top of them; ordinary drops stay on each monster's own table. An epic in a shared pool has its own 0.5% chance per kill.
- Epic weapons are earned through their quests and are no longer looted from ordinary creatures.
- Everything a monster drops arrives in The Spoils, opened with /spoils. The killer and every group or raid member in the zone for the kill gets their own roll, so nobody competes for a drop: keep, sell, tribute, bank, vault, destroy or pass each offer from anywhere in the zone. The corpse holds nothing, and its coin is paid out at the kill.
- The Spoils window's RULES tab holds your saved rules, one per item and up to 20,000 per character. A Pass rule's target must be a character name made of letters only.
- An item in your Power Source slot gives no stats there but gains power as you earn experience, upgrading from Normal to Enchanted and then Legendary. Normal to Enchanted is much faster than Enchanted to Legendary, and swapping items out never loses progress.
- The first time an item in the Power Source slot gains experience it becomes attuned to you.
- Arrows fit the Power Source slot too: the whole stack grows together into Enchanted and then Legendary arrows and keeps its size. Arrows grow only from battle and AA infusion, not by consuming other arrows. Pieces split off an attuned stack stay attuned, and merging an attuned stack into another attunes it.
- The Consume Item ability feeds an identical item on your cursor into the one in your Power Source slot to speed up its growth. An item that has already gained experience cannot be consumed.
- Legendary items are where Sympathetic procs usually appear: Sympathetic Strike adds damage to damaging spells cast from a gem, Sympathetic Healing adds healing to beneficial ones.
- Gear and augments that would be No Drop are Attunable instead, epics included: trade one freely until you equip it, and from then on it reads Attuned and is yours. Gear that could already be traded stays tradable after it is worn. An attuned item still sells to a merchant but cannot be listed in the Bazaar; Urthron's Ultimate Unattuner, sold by the Imperial Emissary, removes the attunement at no further cost and is used up doing it.
- Gear has no level requirement: a level 1 hero can equip any item or augment, gets its full stats and weapon damage, and can use its click and proc. Haste caps still follow your level, and procs cast at your level.
- Race never locks you out of gear: if one of your classes can use an item you can equip it, racial and cultural armor included. Class and deity limits still apply.
- Shuriken of Eternity (Planes of Power raids), Shuriken of Discord (Txevu, Ferubi, Natimbi and Yxtta) and Shuriken of the Overlord (Anguish) are never used up when thrown, so one lasts forever and its augment slots are worth filling.
- Item descriptions record who discovered the item first.
The Armarium vault
Every character carries the Armarium, a key that opens your personal vault from anywhere in the world: 80 slots across eight pages.
- Right-click the key to open the vault. If the key is destroyed, a new one appears the next time you zone in.
- Items keep their attunement, ornaments and augments while stored in the vault.
- Bank and Merchant buttons inside the vault reach your bank or a merchant with no NPC nearby; stand still to open them.
- Right-click a bag stored on a Storage page to open it, then click its slots to put items in or take them out. Click any tab to go back. Items too big for the bag will not go in.
- The Clicky pages take single items that have a click effect; bags and plain items are refused.
- Most Clicky-slot buffs are held with no timer counting down: they stay until the item comes out. A buff that weakens as it wears off keeps its timer and is topped up at full strength instead, and song-window buffs are cast again each time you zone, since the game never carries those across zones.
- A Clicky-slot buff never replaces a stronger one you already have and stays off where the zone forbids the spell. Clicks aimed at enemies are not cast.
- Items with charges, and heals, heal-over-time or HP, mana and endurance regeneration on an item with a recast timer, work as if you clicked them: the buff runs its normal duration and is cast again once it wears off, the recast is ready and a charge is left. Each cast starts the timer and uses a charge, and a potion or stack is used up one at a time. Class epics are the exception: their buffs stay up while slotted.
- Invulnerability clickies, such as the Shiny Brass Idol, Pendant of Salvation, Harmshield and Divine Barrier items, can be stored but are never cast or held from a Clicky slot.
Emperor's Favor & blessings
An alternate currency shared across every character on your account. Every kill gives the killer, or each member of their group or raid, an independent 1-in-150 chance of one Favor — no level or con restriction, so grey kills count.
- Decimus in the Bazaar casts world blessings on every player online for four hours. Buying a blessing that is already active extends it.
- The Imperial Emissary, the Favor merchant in the Bazaar, sells bags, combine containers, the unattuner and illusion items.
- The Polymorphist changes your name, race, gender or deity, or renames your pet, for 10 Favor or 25,000pp.
- The Purveyor of Glamour makes a random glamour for 2 Favor. For 5 Favor, Tearel unlocks group transport and instance return for every character on the account.
- The Platinum Arcade in the Bazaar takes one roll for 5 Favor or 20,000pp: provisions, distillates, Bottles of Adventure, petamorph wands, illusion visages and mounts, up to the jackpot flying Skystrider and Armored Pegasus. The Mischievous Halfling who runs it also hands out Emperor's Feast and Jupiter's Nectar for free.
- Your account starts with 24 character slots and 2 character sets; Favor unlocks up to 12 more slots and 3 more sets at 5 Favor each.
Fast travel & progression
Era unlocks and group transport are earned once per account, never repeated on alts.
- Rune Circles stand across Norrath: approach one to attune yourself to it, then travel there through Tearel in the Bazaar. The map holds 84 destinations in eight categories. In the waypoint window each waypoint you have not unlocked yet shows the loc of its rune circle, in the same y, x order /loc prints, so you can go and find it; once unlocked, its loc is gone.
- The classic zones are open, and so are the Kunark, Velious and Luclin leveling zones: the City of Mist, the Crypt of Dalnir, Kaesora and the rest take every character without a flag, and the Timorous Deep boat, the translocators and the Nexus spires will carry you there. What the gate encounters still open for your whole account is each era’s raid, dragon and city zones — Veeshan’s Peak, Sebilis, Chardok, the Temple of Veeshan, the Sleeper’s Tomb, Kael, Thurgadin, Vex Thal and their like — together with the stage’s waypoints, key ring entries and seasonal title. The level cap is still the flags’ to give: 50 until Nagafen and Vox, 60 until the Planes of Power, 65 until Gates of Discord.
- Once Quarm is dead every Gates of Discord zone is open: Qvic, Txevu, Tacvi, Vxed, Tipt and Ikkinz no longer ask for the cipher, the Signet of Command, the sewer tasks or the temple pieces, though the old keys and tasks still work. Tacvi can be requested solo from the Zun statue, on a 6-hour replay timer. No raid lockout or replay timer lasts longer than 6 hours, and every task can be requested by one player.
- The Dragons of Norrath zones need no flag at all: The Broodlands, Stillmoon Temple, The Ascent, Thundercrest Isles, Lavaspinner’s Lair, Tirranun’s Delve and The Nest are open to everyone, and the Norrath’s Keepers and Dark Reign camps stand in Lavastorm Mountains north of the Nektulos entrance. Lavastorm is the rebuilt Dragons of Norrath zone, so you walk from it into The Broodlands and Lavaspinner’s Lair. Overlord Mata Muram still grants the stage flag; it no longer decides who may go. Lost Dungeons of Norrath adventures are open from level 15 through the Wayfarers Brotherhood camps, alone or in a group of up to six, and seven LDoN raids can be started at the camps by one player or a raid of up to 54; a win sets a 2-hour replay timer. In a rescue adventure, clear the area around the prisoner, hail them so they follow you, and bring them back to the dungeon entrance alive.
- Four Omens of War zones need no flag and no level: Dranik’s Scar, The Bloodfields, Harbinger’s Spire and Nobles’ Causeway. Dranik’s Scar is on Tearel’s map for every character, under Discord. The Omens flag opens the rest — Wall of Slaughter, the Ruined City of Dranik, Anguish, Riftseekers’ Sanctum, the Muramite Proving Grounds, the Catacombs, the Hollows and the Sewers — and Anguish, Riftseekers’ Sanctum and the Proving Grounds ask for levels 68, 69 and 65 besides, unless you are a hero catching a class up. The only way into Anguish is a door in Wall of Slaughter that also asks for the six Proving Grounds raid trials and the Riftseekers insignias. Winning a Proving Grounds trial sets a three-hour replay timer for that trial; losing one sets none.
- Magus Alaria in the Bazaar sends players who hold the flag to Nedaria’s Landing and the Wall of Slaughter. Every Wayfarers Brotherhood camp — Butcherblock, East Commonlands, Everfrost, North Ro and South Ro — has a Magus who ports to the other four for anyone carrying an Adventurer’s Stone; without one she offers Nedaria’s Landing only. Magus Wenla in Nedaria’s Landing reaches the same five camps.
- Mounts keep their blessings: riding no longer drains your mount stat buffs, and they stay on after you dismount as long as the saddle or mount clicky is somewhere in your inventory. Classic character models can ride as well.
- 58 newbie-armor quest NPCs, merchants and guildmasters are back in the racial home cities.
The Bazaar & offline traders
Earn platinum while you sleep. The Bazaar is a non-combat zone built for trade.
- Set up your trader stall, then type #offlinetrader or /camp. You log off and a clone of your character keeps the stall open, selling in person or through the /bazaar window with parcel delivery.
- Your parcel mailbox holds up to 10,000 parcels. A parcel merchant shows your newest 1,000; retrieve some and open the merchant again to see older ones.
- When you return to the Bazaar you get an itemised report of every sale — item, buyer and price — and the total earned. Unsold items stay in your trader satchels.
- Single-boxing is the policy in adventure zones; the Bazaar is the exception, so you can run buyers and traders there.
- The Proc Extractor, beside the Bazaar traders, pulls the proc out of a class-restricted proc weapon, bow or throwing weapon of any tier and sets it in a Type 4 augment named after the spell. Any class can socket the stone in a primary or secondary weapon or a bow. The weapon is consumed, and a bound weapon gives a bound stone.
- Item links in chat, Bazaar search and quest dialogue stay clickable for high item IDs.
Combat & "Kratos" QoL
Combat rules tuned to cut downtime.
- Say Kratos in Say chat, once a minute, for a level-appropriate set of buffs plus Levitation where the zone allows it. No other channel counts. Every buff lasts two hours at any level, and each of your pets gets the same set at the same strength. Group members are not buffed through you, and nobody else in the zone sees that you called on it.
- Buffs you cast on yourself or your pet from a memorised spell never expire. Group buffs never expire while you stay grouped and in the same zone. Beneficial bard songs repeat on their own while memorised.
- Heroes with Bard cast their other classes' spells while a song plays, and an interrupted spell never stops the song. Detrimental songs no longer replace each other: chants, snares, slows, debuffs, area songs and the crowd-control songs all keep pulsing every 6 seconds on their own targets, at once and alongside one helpful song, and a charm song holds its pet for as long as it plays. Each ends when its target dies or leaves range, or when you take it off your bar. Songs with a recast or a mana cost, such as the Brusco's bellows, still land once. /stopsong stops every song from either bar and they stay stopped.
- After a stun or silence you are briefly immune to another, and melee hits do not interrupt heals.
- Resting clears detrimental effects from you and your pets. /camp finishes in moments out of combat, and dispels suppress a buff for a short time instead of removing it.
- Backstab adds to normal damage instead of replacing it, and Monk strikes and kicks gain damage from hand and foot armor.
- Weapon, augment and skill procs roll on every landed melee hit — double attacks, triple attacks, flurries and each target caught by Rampage — instead of once a round. Misses never proc.
- Heroic Dexterity boosts thrown weapons the way it boosts bows, and each Doppelganger carries half of your heroic bonuses.
- #attackmode switches auto-attack between melee and ranged, #autoskill fires combat skills when they are ready, and #alttoggle turns passive AAs on and off.
- Considering an NPC or a pet adds a second line with its level, like [Level: 65]. Considering another player shows none, and anything that showed only its name, such as many LDoN treasure chests, still shows only its name.
Alternate advancement
The client add-on unlocks AA purchasing from level 1, and later-era AA ranks are trainable under the level 70 cap.
- AA experience starts at triple rate and tapers to normal across your first 600 earned AAs. AAs your other characters have spent beyond 150 stretch that window for the whole account.
- No AA asks for a level above 70: ranks that once needed level 80 open between levels 52 and 70, so a level 70 hero can finish every line their classes allow.
- A multiclass hero sees one row per AA: where each class had its own copy you get the strongest copy your classes allow, at the highest rank you held. AAs that only share a name say which class they belong to, such as Fundament of Combat (WAR/BER).
- The former "Unknown AA" entries carry real names, abilities that did nothing are gone, and the rest end at their last working rank (Combat Agility and Combat Stability at 26), so every point you spend buys something real.
- Gladiator's Fury, in the Class tab for Warriors, Paladins, Shadow Knights and Berserkers, lets you dual wield two-handed weapons: two two-handers, or a two-hander with a one-hander, at 90%, 95% and 100% damage for ranks 1 to 3 (levels 10, 25 and 45; the first rank free, then 10 AAs each). Paladins and Shadow Knights learn Dual Wield with it. Two-Handed Proficiency and Dual-Wielding Proficiency are free at level 10 for the same four classes.
- The client can list only 300 AAs. Past that the AA window still shows the rank you really hold, every timed AA keeps its own cooldown, and #myaas lists the ones the window cannot mark.
- Every class can buy Bind Affinity (level 5, 1 AA) to bind itself, and Summon Group (level 10, 2 AAs) to call its group. Summon Group reaches members in other zones: each is asked and may decline, has 60 seconds to answer, and cannot accept in combat. Zone and instance access rules still apply, so an unflagged member lands in the Bazaar.
- You can hold 1,000 unspent AA points before the experience stops counting, so a long line can be saved for.
- Headshot, Assassinate and Finishing Blow kill outright only up to level 70, whatever rank you hold; anything above takes a normal hit. Their later ranks still raise the damage, and from rank 11 on Headshot and Anatomy no longer trade away your chance to land the kill.
Expeditions, Fabled & titles
Tuned for one player or a small group, with seasonal encounters and a slayer title ladder.
- Expeditions come in Respawning and Non-Respawning versions. In a Non-Respawning expedition, monsters gain 25% health and damage for each player beyond two, and each group member beyond two adds 25% experience, AA experience and Power Source energy.
- The Game Master in the Bazaar opens the Games: laddered gauntlets, Games I to V, fought in a private arena against fifteen planar powers from Grummus up to Quarm. A run lasts three hours, and every champion drops Plane of Time loot. The arena opens to accounts that have finished every expansion before the Planes of Power — Classic (Lord Nagafen and Lady Vox), Kunark, Velious and Luclin — and every group member needs them too, and needs to be in the Bazaar when you say ready. Hail the Game Master and he names the bosses your account still owes. Winning Games I, II, III and V opens a tier of the Planes of Power, up to the Plane of Time, and each of the Games has its own 3-hour replay timer.
- During a Fabled season, named monsters rise as The Fabled: higher level, tougher, and dropping their loot at Legendary tier. Each player who loots a Fabled named also gets one random authentic Fabled item from that named's era, rolled for them alone, at the same tier as the rest of the drop; a clicky arrives with all its charges. Ordinary named never drop them.
- Earn slayer titles across more than 100 creature families at 100, 1,000, 10,000, 100,000 and 1,000,000 kills.
The Morituri client add-on
A dinput8.dll that sits next to eqgame.exe in your RoF2 client. It never modifies eqgame.exe, and deleting it returns the client to stock.
- Adds the Hero tab, the Armarium vault window (dark stone and bronze, with a hint on every page), The Spoils loot window, the Waypoint travel window and the multi-pet window.
- /who shows every class a character holds, item links with 8-digit IDs work, equipped attunable gear reads Attuned, and an FPS limiter is included.
- Floating combat text arcs damage and heal numbers over whoever was hit. /fct opens the Combat Text window to size, colour or hide each kind of number, or show crits only.
- Spell Bar 2 adds a second bar of 12 slots for spells and songs, cast and tracked exactly like your gems — they fizzle, raise skills, share recast timers and trigger Sympathetic procs. Right-click a slot to pick its spell from your spellbook through the same category menu, left-click to cast. A slot, or a spell gem, can be changed in combat and even mid-cast, swapping in instantly with no memorize wait, except while you are feared or charmed. A spell sits on one bar at a time. Drag a corner and the slots rearrange to fit, from one row of 12 to one column; the bar has close and minimize buttons and remembers its size and place. /bar2 shows or hides it, and /bar2 cast 1 through 12 works from a hotbutton.
- The Morituri skin is optional: choose it with /loadskin morituri or in Options for spell gems and hot bars drawn like Spell Bar 2, a gem bar that keeps the shape you drag it into (/gembar), a round compass that is part see-through until your mouse is on it (/compass), and a Group window whose member tiles follow the width you drag. A separate morituri-black skin (/loadskin morituri-black) adds compact labelled buff and song windows and drops the title strips from spell and hot-button bars. Staying on your current skin leaves its artwork and layouts alone.
- In every skin, spell gems and hot-button faces count their cooldown down with a number; a hot-button button or item whose whole wait is under 2.5 seconds gets none. Raising a skill prints one chat line, not two.
- The song window holds 60 songs instead of 20. The first 20 work exactly as the client always made them; songs 21 to 60 fill the boxes after them with the same frame, timer, tooltip and right-click menu, but a song there stays put until it wears off and its run speed does not apply, so movement songs belong in the first 20. A UI skin with its own song window still shows 20.
- Character select shows each character's name and level after up to four class icons for a multiclass hero, and a fast /camp returns you there through a loading screen instead of the disconnect prompt; /camp desktop exits straight to the desktop.
- MacroQuest is welcome: the client runs alongside Very Vanilla MacroQuest with no setup. Start the MacroQuest launcher before the game and a chat line at login confirms MacroQuest mode.
- Use /fov or /camera to pull the camera further back.
- Right-clicking a spell scroll opens your spellbook to scribe it.
- /pmflight shows the client's log of recent events and frame stalls; /pmflight save writes it to pm_flight.txt to send with a lag or crash report.
- Screen brightness is restored after a crash, reloading a UI skin no longer crashes the client, and eqgame.exe starts directly.