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Everlong is a FREE amateur fantasy game designed to capture the charm and cliche of the classic SNES JRPG. You are a Blackguard, a knight sworn to serve the Cirigoth Empire and trained in the dark arts, yet hunted by your imperial masters after turning renegade. Only through enlisting the aid of friends and allies can you escape pursuit and defeat the oppressive Cirigoth regime. Journey across the world's continents to forge a confederacy and fight for freedom in global war. Yet a more insidious plot looms in the shadows. A fallen god seeks to exploit civilization's folly and reclaim the dreams and nightmares of humanity.

The linear story of Everlong is accompanied by numerous side-quests. It also focuses heavily on puzzles, dialog, and battle strategy.

Feature List:
  • 80+ hours of gameplay
  • Nearly 1500 maps to explore; each full of puzzles, monsters, and treasures
  • Story Mode option allows players to experience the game without spending time fighting random monster encounters; also includes ability to skip mandatory boss fights and automatically adjust hero levels so that the player can toggle Story Mode at any time
  • Skill Shard system allows player to unlock and choose hero skills with unlimited reconfiguration
  • Over 150 skills to learn with custom animations, including secret skill scrolls to obtain; skills increase in power and gain new effects with custom magic and strength dependent algorithms
  • Choose between three difficulty levels, customize monster attributes, or allow the game to automatically balance enemies
  • Hero rebirth mechanism allows gaining additional levels beyond maximum; once reborn, switch heroes between single and dual weapon wield, which also alters available equipment
  • DynRPG plugins: vastly improved battle speed; enemy HP, AP, and turn bars; game clock; AP and statistics changes visible in battle; switch between window and gauge battle layout; extended damage cap limit
  • Quick hero info: single button press displays portraits, name, HP/MaxHP, AP/MaxAP in regular mode; expanded mode includes level/true level, skill shards/total shards, EXP to next level, STR, DEF, MAG, SPD, weapons, equipment, and accessory; portraits and text altered when hero afflicted with condition, low HP, or zero AP
  • Journal logs primary quest progress and discovered side quests
  • Puzzle Bonus system where players can choose to skip difficult puzzles
    or instead earn a reward for completion
  • Help Totems that aid the player in solving puzzles with hints or instructions
  • Realm of Purgatory where fallen heroes are resurrected after perishing in battle; allows the player to restart exactly where they left off with all experience, money, and items earned instead of having to reload their last save
  • Worldmap mini-map with trackers for hero and vehicle positions
  • Detailed navigation map with three modes: continent listing, waypoint
    listing, and continent zoom; shows next area to visit to forward the plot as well as location names; locations uncovered as you progress through the game
  • Finder Display pop-up reveals type and availability of secrets in player's current location
  • Forge System with 49 powerful and rare weapons, equipment, and items to create
  • Collector System where monster drops and boss tokens can be traded for various types and quantities of items at special merchants
  • Battle Arena with 38 challenges consisting of four consecutive battles each, 22 handicaps inflicted between battles to survive, and many rare prizes to earn
  • Boss Rush tests your endurance in consecutive battles against the game's boss monsters for treasure
  • Hunting mini-game with dynamic spawns, action based use of projectile and melee weapons for each hero, 10 hunting grounds, multiple random weather types, and 64 different prey and predators that both flee and attack; mini-map displays targets and items; item spawns adjust to player need
  • 6 optional bonus dungeons (one utilizing a double party system)
  • 14 recruitable NPCs that will offer useful services
  • NewGame+ and Continue+ option upon completing the game
  • Custom menu system for quick and easy access to both default commands and special game systems
  • Party Members chosen and player determined romance influence game dialogue, events, and ending scenes
  • Custom character battle sprites, animations, and weapon graphics for all 12 heroes and 187 weapons
  • Over 500 monsters to fight arranged in over 1400 battle formations
  • Over 800 items, medicine, weapons, armor, and accessories to acquire
  • Vehicle mini-Games that can be completed for special treasures and then replayed at the Battle Arena for prizes
  • Book mini-quest to reveal game secrets; 48 books in all to find and read
  • 7 Dragon Trials with puzzles and battles
  • 13 magical stones and summons to acquire
  • Blackjack and Single Draw card mini-games
  • Banking System to store your money and convert currency; earn interest on stored funds
  • Clue based Pirate Treasure Hunting mini-game
  • Jukebox with all music tracks for listening pleasure
  • 62 menu graphics to unlock and choose from
  • Statistics tracking and viewing system
  • GUI based party formation system
  • Memory Beacon Hunting that allows access to rare shops
  • 4 vehicles; two act as moving bases; one with upgradeable shops
  • Ship and Airship docking at port towns and to access remote locations
  • Custom glyphs detail weapon, equipment, item, and skill types
  • Battle encounter rates and experience rewards adjust to your team's average level; menu toggle to disable
  • Encounter rate indicator; colors communicate frequency of monster battles in current area
  • Hint arrows and dungeon maps as guides in certain confusing areas
  • GUI-based Options menu to set game preferences
  • Erect statues of your heroes and key story characters throughout the world
  • Utilization of the David/Goliath Patch allows for super enemies that break the normal engine limits
  • Scripted boss attacks that push the RM2k3 engine to new limits
  • Counter attack script where monsters retaliate against specific actions, amounts of damage received, or elemental type; rate manually adjustable and scales with difficulty level
  • Automatic experience adjustment keeps all characters at a similar level of combat ability
  • Autosave function preserves progress and protects against rare crash bugs
  • Detailed victory report including level up stat changes
  • Scan skill and Bestiary that reveals data for encountered monsters
  • Pop-up battle messages that telegraph enemy attacks, allowing players to anticipate and prepare
  • Overkill mechanic awarding extra experience when defeating an enemy with a powerful blow
  • OpenGL renderer for compatibility with modern systems, allowing higher resolutions and video filters
  • Siren item calls specific enemy battles based on location
  • Rare drops from certain monsters when encountered solo

Latest Blog

New Version 3.35

The downloads section has been updated with a new full version and patch. Mostly bug fixes, but the controller support is sweet for those of us using Xbox controllers with Windows (thanks to PepsiOtaku for that plugin). Here's the update notes:

Everlong v3.35 (2022.01.16):

Added controller / gamepad support with a DynRPG plugin
Shinryu skill Atomic Breath no longer scales with physical attack power; resulted in extreme damage when auto balance mode toggled ON
Restored conditions removal effect for certain healing skills on their final tier: Succor, Celerity, Chakra
Added message when recruiting Miyagi to explain EXP and Encounter scaling turns off
The first Altair battle no longer results in an instant victory if monster scaling is active; an HP reference was missing for this monster in the scaling code
Attempted to address boss battles being unintentionally skipped outside Story Mode if the control switch was somehow otherwise toggled
Attempted to restore possibly corrupted database value for Virtuoso items that prevented the player from equipping them
Corrected MAG+ value for Mystic Pendant accessory
Siren activated battle in Cerulean Silex and Ignis Castrum against Naga Archer no longer crashes due to null event page references
Keen Skill Scroll Blink now shows correct skill reference when queried with SHIFT
  • Completed
  • DJC
  • RPG Tsukuru 2003
  • Action Puzzle RPG
  • 11/10/2011 07:48 PM
  • 10/22/2023 11:42 AM
  • 11/12/2004
  • 563912
  • 93
  • 7357

Posts

Does that mean the drill quest can't be done? Cuz I've already gave the magazine to the king and he never mentioned that I could open the vault like some players have mentioned.
author=ivoryjones
Does that mean the drill quest can't be done? Cuz I've already gave the magazine to the king and he never mentioned that I could open the vault like some players have mentioned.


There is no more drill quest. The player has access to the full expanded base upon first arrival until destruction. The new quest involving King Thoth and the magazine allows players to salvage and sail the ship Inception after obtaining the airship. There's currently no bonus to this. The same NPCs appear on both the ship and airship.
I can't find the Inceptum after I have the airship though, where is it? Or do you mean the Inceptum in the New game+?

I'm stuck in Phoenix Cave right now and no matter how many back-tracking I can't seem to get this crystal to open up so I can get this chest on the right hand side.



I also can't seem to move Sammy's party in the dark area to the next area. The only "crystal" I've managed to turn off in their map was only 1 and it was on most left hand side (not pictured above).

That map is just after the disappearing bridges and the other party' map is "normal brightness" while Sammy's party is in the dark area. If you can pinpoint me the map and how to solve that part it'll be greatly appreciated.
While exploring the Ship Graveyard after you get the airship, you'll get a journal update about salvaging the Inceptum, as you discover its wreckage. You'll have to talk to King Thoth at Incultus Regnum after this, and after he's been given the Technology Magazine. Then you get the ship back and can sail the ocean again.

Where you are in the Phoenix Cave is a branch to two chests that aren't mandatory, and are off the main path to exit the room. They contain the Clockwork weapon for Keen, and Rainbow Cap. To trigger the necessary switch to remove the obstacles, the other party must be outside this dark room, on the west and north side, standing on the switch near a lava pool where the path, if you continue, leads to a trap door, then down some stairs, and to an exit to the next area.
Ok, thanks! I've already got Inceptum and finished Beomaust's lair. How do I make Atlantis appear? I can't seem to find it on the north-east corner of the map. I only see a triangle white spot but there's nothing on it.

Also how do I solve the Master Forge and Legendary artifacts mission? I've shown the weapons/equipment from the White Shrine, adamantium, the ores I've got and nothing seems to trigger the blacksmith on the Forgotten Continent. I've also went back to him after getting the Tiger stone something but he's still asking me which I want to forge and to come back if I've "thought of something".

I'm also missing the sidequest after "Furious Professor" (last one on page 1) and 2 sidequests after "Occultos Survivors" (sandwiched between "Rembrandt Banker"). How do I get those 2 sidequests?
author=ivoryjones
Ok, thanks! I've already got Inceptum and finished Beomaust's lair. How do I make Atlantis appear? I can't seem to find it on the north-east corner of the map. I only see a triangle white spot but there's nothing on it.

Also how do I solve the Master Forge and Legendary artifacts mission? I've shown the weapons/equipment from the White Shrine, adamantium, the ores I've got and nothing seems to trigger the blacksmith on the Forgotten Continent. I've also went back to him after getting the Tiger stone something but he's still asking me which I want to forge and to come back if I've "thought of something".

I'm also missing the sidequest after "Furious Professor" (last one on page 1) and 2 sidequests after "Occultos Survivors" (sandwiched between "Rembrandt Banker"). How do I get those 2 sidequests?


After you get the four artifacts of power (Ship Graveyard, Dreaming Forest, Cerulean Silex, Silentium Tumulus), you'll be called back to the White Shrine by Garland for an event. Atlantis will rise in the center of the ocean after completing this event.

The location in the northeast corner of the world also appears at the same time as Atlantis. This snow clad island is the access point for the dungeon Progidium Nidus on the ocean floor. You need the airship and must hover over the island, similar to Atlantis and other locations, to access this area by teleporting to the surface.

The Master Forge can create a number of items, such as an additional Tiger Fangs from the Tiger Eye stone you possess, but first you have to make Excalibur before anything else. This requires two components: 1) adamantium, and 2) the Legend. It sound like you already have the adamantium from trading the Rat Tail to the sprites, so I'm assuming you're missing the Legend, which can be found in Nemus Aevum at this location after following the northwest path from the second bell gate. Depending on when during the plot you give the smith both the Legend and adamantium, he will finish forging Excalibur either sooner or later. After receiving the sword, the master smith will move to a new spot inside the building, and will accept other stones, producing more weapons and equipment.

The side quest after Furious Professor is the Skull Knight NPC. You can recruit him from the Progidium Nidus dungeon once accessible. He trades Beherits for rewards.

The other two quests you're missing have to do with another NPC you recruit from Ignis Castrum, the dwarf castle at the end of Cerulean Silex. Go to the top of the eastern tower, and you'll find him there.
Okay thanks! How do I get to this chest? I've tried walking around on the left side but there seems to be a deadend and it won't let me go any further to reach the chest. I've managed to get the other ones in this room and the ones on the left-staircase and even in the left staircase one with the hidden paths it still went nowhere so I'm not sure how to reach the chest in the pictured one.

author=ivoryjones
Okay thanks! How do I get to this chest? I've tried walking around on the left side but there seems to be a deadend and it won't let me go any further to reach the chest. I've managed to get the other ones in this room and the ones on the left-staircase and even in the left staircase one with the hidden paths it still went nowhere so I'm not sure how to reach the chest in the pictured one.



For this chest, you actually have to take a hidden path to the right, and circle back counter clockwise.

From the stairs, go right through the first invisible path. Then hug the right wall into another invisible path that goes straight up, to the top of the map, then heads left, finally down once reaching the left side of the map, and step right to the chest area.

I actually wanted to have an ability when Keen was in the party lead where these kinds of passages would become totally visible and obvious, in addition to lots of other abilities for different characters.
Hi DJC, I've stumbled upon another hidden chest again, it's in one of the Mountain area of the 4 places needed to go (it's the place that has that board warning people of lava and not leaving your belongings).

I've already went to the left-hand side and any combination/paths don't work.

Definitely another tricky spot where an ability to see secret passages would have been useful. Here's a picture that shows all the tunnels in this area of Silentium Tumulus.
So guys, I lost my save file three months ago when I reformatted my laptop and wasn't able to make a copy. Does anyone have a save file (If this is not allowed, then it's okay. I'll probably just replay since vacation is starting for me next week.) during the part of the siege on which Justin and Vetu first joined the party?
I'm replaying this game again after over 10 years, and what an experience it is. I have always been very attached to Brad as my playable character when I first played, and was crushed when he suffered a terrible fate. Knowing that he's (now Azrael) going to have a happier future in this later version, I jumped right into playing it. I am still early in and enjoying the updates mostly, but there were a few changes that I was not a huge fan of, and I hope you might reconsider re-adding them if you ever make another update.

For example, I know that this is a contentious point and I understand why you probably changed it, but I actually related very much to Julia's old backstory where she had a horrible experience with men, and understood why she was so afraid. I saw her in a braver light after her confession. Since that part of her backstory was removed, she seems more "whiny" to me in the new version.

Also, I think the old version did a better job of showing Emperor Daevus as the main villain before the plot twist that he was just being manipulated, because of all of the cutscenes. I think the new one removes that?

In any case, I liked all the new changes apart from those two!

Edit: I see now that people have sometimes complained about Julia's backstory, mostly because they think it's unrealistic that a girl who has gone through what the previous Julia has gone through would be able to operate like a normal human being and go on to save the world. I beg to differ. It is empowering to see Julia, who has been through traumatic experiences, go on to become stronger, save the world, and fall in love.
@rocketmoon

You're correct there were some complaints about Julia's backstory, and it was never developed as the game progressed. I do agree the removal has left her without much personality. There was an entire alternate character development path I had planned for Julia, involving her house as nobles of Seraphia secretly aiding the enemy Cirigoth invasion and then suffering a traitor's death after the War of the Eclipse. Like so much else, this was cut.

The Emperor Daevus cut scenes are actually still in the project, but they were removed from the game as excessive exposition and foreshadowing. As a character, the Cirigoth emperor is really never that important or a focus of the story, especially early in the game. The scenes felt like an unnecessary distraction from the plot, introducing too many characters and lore references.

I definitely agree the game's story and characters feel incomplete and under developed, because they are. The amount of additional story material planned was really large. I just don't see much of a point adding it twenty years later. It would be a monumental amount of work for an outdated project.
Oh no, no complaints about me regarding the story really - I enjoyed it and I find a lot of them very likeable. I am a strong believer that what makes a story/characters good is not just about cramming as much information as you can into their backstories or exposition, but just letting the player experience it and I definitely think the first half especially (up until the War of the Eclipse) was very strong. Playing this game again is such a surge of nostalgia and I do not want you to think that the story or its characters are underdeveloped or lackluster because they are not. Listening to the what could have beens, though, is very interesting and I definitely do wish that they have made it in. I also wish you weren't pressured into removing Julia's previous backstory just because it was too dark.
Hello

Returning player to Everlong after over 4-5 years and once again having a blast playing the master piece . Let me take this moment to thank you DJC. Your work and its magic is appreciated <3


PS : I would like to report a bug or two that I think I encountered playing the game (Currently exploring the Nevus Aveum Forest) . If someone could point me to the correct thread, that would be most helpful. Thanks.
author=Raywyrm
Hello

Returning player to Everlong after over 4-5 years and once again having a blast playing the master piece . Let me take this moment to thank you DJC. Your work and its magic is appreciated <3


PS : I would like to report a bug or two that I think I encountered playing the game (Currently exploring the Nevus Aveum Forest) . If someone could point me to the correct thread, that would be most helpful. Thanks.


Hey Raywyrm, sorry for the late reply, I've been on vacation. Glad to hear you're still enjoying the game after all these years. If you've found some bugs, feel free to report them in this thread and I'll do what I can to address them, thanks!
Hey!
Thanks for the response. Hope you enjoyed your vacation. :)

Man, things have changed a lot since the last time I played. At the time Azrael was called Brad and all skills were named differently and there are new items/quests/mechanics. Its like a whole new experience. I'm almost at the end of the game now ( second floor of Atlantis) and kept noticing little changes everywhere in the world throughout the journey. And its improved in a good way.The story is better refined. Though I feel Julia's character and personality took a major hit from her plot change.


Anyways, back to the bug I encountered . I mean other than some typos and leftover journal references from old game scripts ( not much of a bother) , one major bug i found was use of the healing skills (recover, restore, blessing and all) restores double the amount of health in combat. I think it triggers twice while in active combat. Might want to check.

Also, some skills have had their effects change over time as I leveled up / changed equipment. Most noticeable were Sammy's succor and celerity skills that do not restore conditions anymore. I am pretty sure they removed certain party conditions along with the healing. Similarly Drakeor's Chakra skill is now self healing only, without condition removal. Another of Drakeor's skill , Spear Rain sometimes adds Fragile condition on the skill description and effect, and sometimes it doesn't. Earlier it happened when I switched around his equipment. I had theorized that certain skills change and become more powerful with better stats/ levels. But it might as well be a bug. Now it gives fragile condition always after returning from the forgotten continent. There may be other skils as well that might be behaving differently. Can't recall the specifics , but have seen it for sure.

That was about the bugs I remember. And .... I need help/ suggestion regarding a boss fight I'm stuck at in Atlantis ( and I don't wanna leave the treasure behind lol)
I cannot seem to stand up to Shinryuu's atomic flare on the second floor of Atlantis. He casts it on his first turn and wipes my party to oblivion and back, dealing 45k+ damage to all. Now My party is rebirthed once and at an average party level of 40 and I noticed the game getting significantly harder after rebirth. ( I use auto adjust for difficulty and monster scaling, keeps the challenge and keeps it fun. I don't fiddle around with custom scaling )But 45k damage at that point is ridiculous. There doesn't seem to be any way to reduce the damage when my party is at around 13k HP mark . I have tried switching equipment to protect against the attack and tried scarab amulets and elemental rings/ different party. But I just can't stand against the atomic flare opener. I suspect reflect skill might bounce off the atomic flare onto Shinryuu, but I don't have first strike equipment for characters that have access to that skill, and I'm not sure if that would even work.
Any help/suggestions for a strategy are welcome. Or is there no way to win this without switching off the auto difficulty adjust?

Last thing, I'm missing a quest in the journal, which is right above Knight of Eridwell quest. That would be the second last quest on page 2. Not sure where to get it. I thought I might get it in Atlantis, but haven't yet. Please help.

And once again , Thank you so much in advance :)

EDIT : Update, I managed to work around the atomic flare by giving Drakeor the spear with the first strike property and using him to administer Haste potion to Meredith, which let her use reflect on herself, AND WHAM, back at you Shinryuu! SO PROUD!
@Raywyrm

Always good to hear most of the changes are well received. I do agree Julia's character development is particularly weak. Unfortunately an enormous amount of planned story and character content was cut. Sometimes I feel like making the push to add more content, but it would be a massive undertaking for an old project using an obsolete engine. It would give me a chance to correct the journal inconsistencies and spelling errors you mention, as well as some truly cringe dialog.

Julia's noble house roots and family were going to feature more prominently, with her parents being ambitious aristocrats that side with the Cirigoth and sabotage the Seraphia war effort, using tunnels underneath the capital to blow a hole in the wall surrounding the city during the siege, turning the tide of the battle when it seemed our heroes might actually hold against the attack. Later, after the victory of the Unicon in the War of the Eclipse, Julia's house would be condemned as traitors, her parents publicly executed, and she'd have to deal with the aftermath. Julia would also have an emotional reconcilement with their ghosts after using the Grimoire of Diablos in a cave on the Island Closest to Hell while trying to summon a different soul from the afterlife while the party is investigating how a legendary thief managed to enter Welana Eridwell's tower in the past.

I've also been thinking about a major overhaul of the entire skill system. Most current skills just deal extra damage or inflict conditions for AP cost, but through my own DynRPG plugins I've created lots of interesting possibilities. Quite a few additions are implemented, just not in the game, so players aren't aware of them.

Skills currently work by equipping multiple versions. Before DynRPG, this was my best solution to scale skills as heroes get stronger. More powerful versions of the same skill are equipped if STR or MAG meet certain thresholds. I'm looking at some of the skills in question, and it does look like Sammy's Succor and Celerity lose their condition removal on their final tier in exchange for greater healing, as does Drakeor's Chakra. I'm not sure why I made those changes, and I think I'll restore the conditional removal. It's definitely confusing from a player perspective, and removes skill utility.

Drakeor's Spear Rain is probably working correctly. The final tier of this skill is the only one that inflicts Fragile in addition to damage and lowering physical resistance. If Drakeor's STR is high enough, he gets this version of Spear Rain. If it's below the threshold, he'll possess a weaker version. Equipment that boosts STR or MAG can have a big effect on the skill levels. It's easy to break the game early by equipping Vetu with MAG boosting equipment, so he gets higher tier spells than usual and just obliterates everything.

The double healing effect you are seeing is probably a result of the initial heal followed by the bonus from the user's MAG. It's confusing, but the best compromise I could make quickly and easily for percentage based healing. If I redid the skill system, I could eliminate this extra healing popup while maintaining the bonus, but again a monumental amount of work would be required, and old saves would be totally incompatible with new version.

Shinryu's Atomic Breath should not be dealing anywhere near that insane level of damage. I'm in agreement it's probably the auto balance mechanic, raising the boss attack power. Atomic Breath is actually influenced by STR, but I'll change that so it's fixed damage and players need only gain more levels to survive reliably. You've discovered one of the other mechanics, Reflect, to counter this attack. A Reflect Ring accessory auto casts Reflect permanently at the start of battle, making the initiative weapon strategy unnecessary, though still useful. Another tactic is using the DEFEND command when you know Atomic Breath is about to be cast, halving the damage. It's also a BREATH attack, so a few select accessories or pieces of equipment guard against its damage. It's not a special skill, so Scarab Amulet has no effect. There is power creep built into auto balance mode, so players do continue to grow in stats faster than monsters adjust, but clearly Shinryu's Atomic Breath is broken.

As for the quest missing in your log, it will automatically activate after finishing the main plot and defeating the final enemy. Then after the credits choose Continue+ or New Game+. It's the quest for the bonus dungeon, The Tomb of Khaer Magnus, which is not accessible until that time. It has much more difficult enemies, puzzles, and powerful loot.

Thanks for your feedback. Let me know if you have other questions or find more bugs!
Sure! Will do. And thank you for an elaborate response. Honestly (And I mean it in good taste) I'm surprised you're still supporting and developing the game even after 18 or so odd years. You really are a star and the game deserves recognition.

I'd love to hear if you have taken any other gaming projects. Maybe there's another game out there by DJC which I could play? I wouldn't mind buying the game either. Unlike the last time I played Everlong years back , I now have a stable job and can totally afford it :D