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EverQuest II


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EverQuest II (Games)
EverQuest II (Games)
EverQuest II (Games)
EverQuest II (Games)
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Information about EverQuest II

EverQuest (3 walls) II (EQ2), based upon the popular EverQuest (3 walls), is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on 8 Nov. 2004 (13 years ago). It features graphics and gameplay vastly updated from its predecessor.

Story

EverQuest (3 walls) II is set on the fictional world of Norrath five hundred years after the The Planes of Power storyline of the original EverQuest (3 walls) game. The gods withdrew from the world in retaliation for mortal incursions into their planes. On Norrath itself, Dark Elves and the Orcs destroyed much of Faydwer; while the Ogres, Goblins, Orcs, and Giants ravaged Antonica. Transport and communication to the moon Luclin were cut off.

The storyline says that 100 years ago, the continent of Antonica was ripped apart into smaller islands, which are now called the Shattered Lands. The oceans became impassible, preventing contact between the continents of Norrath. Fifteen years ago, the moon Luclin exploded and parts of the Shattered moon remain in the sky.

EverQuest (3 walls) II takes place in what is called the Age of Destiny. In this setting, Queen Antonia Bayle of Qeynos is a benevolent sorceress who welcomes all goodly races to her city to help rebuild Norrath. The Overlord of Freeport, Lucan D'Lere, a centuries-old fallen paladin, rules the evil races in his plans of conquest.

Gameplay

Within EverQuest (3 walls) II, each player creates a character to interact in the 3-D fictional world of Norrath. Within the game, the character can adventure (complete quests, explore the world, kill monsters and gain treasures and experience) and socialize with other players. The game also has a 'tradeskill' system that allows players to create items for in-game use.

In the creation of a character, the player may choose the character's race and class. Various classes have specialized abilities that are complementary to their class. (Monks will get mainly melee combat abilities that use their fists or fist weapons, or a Warlock will get mainly spell abilities that do large amounts of spike damage but cost a lot of mana.) EverQuest (3 walls) II enables social interaction with other players through grouping and through the creation of guilds. Like players, guilds can gain experience and levels, partially from players completing special tasks called Heritage quests, but primarily from guild-oriented quests and tasks called "writs," and gaining guild experience by killing epic monsters. Higher guild levels open up special rewards unavailable to non-guilded characters, and cause certain other rewards to cost less. These rewards include housing options, mounts, house items, apparel, and special titles.

Although EverQuest (3 walls) II focuses on player versus environment (PvE), dedicated player versus player (PvP) servers were added in Feb. 2006 (11 years ago).


One of the available mounts that can be purchased with status pointsThe EverQuest (3 walls) II feature set has expanded since its release in 2004 (13 years ago).

Character development

EverQuest (3 walls) II is a class-based MMO. At character creation, players choose one of 19 races and 24 adventure classes. Any race can be any class (with some conditions). Five starting cities are provided, each with its own beginner experience. Hair and facial features are chosen during character creation, but can be changed later by visiting a Barber Shop in the game world.

Each character may advance through 80 levels of experience in his chosen adventure class, and 80 levels in a tradeskill class that is chosen after creation. Characters are customized by earning up to 200 Achievement Points during the course of gameplay, which are used to purchase achievement abilities. Each adventure class has three trees of achievement abilities to invest in.

Each adventure class accumulates more than 20 distinct abilities. A common mechanic is used for physical combat (Combat Arts) and spellcasting (Spells) - all such abilities draw from the character's Power resource, which must be recharged between battles. Most spells and combat arts can be upgraded through eight tiers of improvement, with the lowest tier granted automatically upon gaining each adventure level. Spell upgrades are obtained just like equipment upgrades - as loot, quest rewards, or produced through crafting. An optional system called Heroic Opportunities grants bonus effects when players combine their abilities in specific ways.

Every character can have a Tradeskill Class in addition to their Adventuring Class. The player specializes in one of 9 Tradeskill Classes as his character advances in tradeskill levels. When crafting an item, the player reacts to unanticipated crafting events by using crafting skills, such that the crafting process is superficially similar to combat.

Game content

EverQuest (3 walls) II has a heavy focus on quests. More than 6000 quests have been discovered by players as of Jan. 2009 (8 years ago). Game rewards are biased toward quests. The Achievement Point system is mainly advanced by completing quests. Much of the game lore is presented through quests, using an interactive dialogue system.

Acquisition of equipment is a major focus of progression. Character inventory consists of 8 armor slots, 8 accessory slots, and 4 weapons-related slots. Most equipment has a minimum adventure level requirement to equip it, and must be permanently attuned to the character before using it. Equipment can be enhanced by applying "augmentations" on a per-item basis.

Equipment and treasure are classified into broad tiers such as "Fabled", "Legendary", and "Treasured". Each quest generally gives an item reward of a tier that reflects its difficulty. Almost all creatures have separate lists of potential loot for each tier, with reduced chances of winning the best (Fabled). Player-crafted items are also divided into tiers, based on the rarity of materials.

EverQuest (3 walls) II has no experience loss, corpse runs on death, or lost levels from dying. Upon death, characters respawn with their gear intact at specific revival locations, with a minor experience debt to be repaid. Gear is fully functional until its condition runs out after 10 consecutive deaths, and is repaired to 100% for a fee.

Starting at level 20, players can wear any clothing that's allowed by their class in "appearance slots", overriding the appearance of their functional gear. A Dressing Room feature allows players to see what their character would look like wearing equipment that they do not possess.

Community features

Players can form groups of up to 6 players, or raids of up to 24 players (i.e. four groups). Monster encounters are classified into corresponding categories of difficulty, and tend to drop corresponding tiers of treasure. A monster of a given level may be normal (as strong as a single player), Heroic (as strong as a group of players), or Epic (as strong as a raid force). Each encounter may take the form of a single strong monster, or a group of lesser monsters that must be fought simultaneously.

Player interaction is encouraged by integrated Voice Chat, a built-in mail system, global chat channels, and a global marketplace. A looking-for-group tool is provided for adventurers, and looking-for-work for crafters. Players can view each others' statistics and leveling history on the EQ2Players web site, on which basic features are free, while advanced features require a monthly fee.

A mentoring system allows a higher-level character to pretend to be a lower-level character, when grouped with another player of lower level. All equipment and abilities of the mentor are scaled down appropriately, and a bonus is granted to the lower-level character's rate of advancement.

EverQuest (3 walls) II has strong support for guilds. Each guild has an experience bar and earns guild levels (up to 80). The guild gains experience when its members perform tasks that earn city status. Higher guild levels unlock new items, mounts, houses, guild halls, and other privileges for its members. Guilds get hosted website and forum, and a guild bank with officer controls. A guild recruitment tool is integrated into the game.

Player housing is accessible to players from level 1. Furniture is stackable and scalable, and in-house pets are available. House styles are unique to each of six cities, with various sizes and layouts available in each. Player houses can be shared and visited at the owner's discretion, are connected to the player market system. A recent expansion of the housing system provides guilds with guild halls.

A secure commission system allows players to sell their crafting skills to other players, or use the common market system to sell finished items.

Differences from the original

Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ; a major difference is the concept of "locked encounters". Currently a group or a solo player can set an option to lock encounters. When encounters are locked, only the player or group who becomes linked to that encounter is involved, which stops kill stealing. Other players cannot assist in the encounter unless the player who locked it uses a special "/yell" command for help, after which the encounter rewards neither loot nor experience.

"Trains" (encounters pursuing fleeing players to a zone line, and then attack uninvolved players), a problem in EverQuest (3 walls), are no longer a problem in EQ2. Encounters will not aggro on (attack) uninvolved players until they first return to their original location. Encounters returning to their spawn point are also immune to attack until they return there.

To stop kiting, players in combat lose all their movement speed enhancements except the special "sprint" ability, which costs a considerable amount of power to use, although some classes have speed debuffs that slow the enemy, thus making kiting a viable option. Because certain player classes such as Rangers and Mages have limited effectiveness in close melee range, many of these players have discovered another method of pseudo-kiting by running backwards and firing a missile weapon at the enemy. The enemy lands fewer attacks, but can take significant damage depending on the type of ammunition or missile weapon used, and the skill level of the user.

The penalization of death has been heavily reduced, instead of a corpse run to regain your items and lessen the experience loss, in EQ2 you will only have slight damage on your equipped items which will require repairation (or to be mended) after 10 deaths, but there are player made items which you can carry with you to mend the items.

Setting

EverQuest (3 walls) II is set in what is called the "Age of Destiny" on the world of Norrath, 500 years later than the setting of the original EverQuest. The game world has been drastically affected by several cataclysms (see Story, above) since the original EverQuest. The planes have closed, the gods temporarily left, and the moon Luclin has been destroyed (and partially rained onto the face of Norrath). Remnants from the original EQ's Norrath can be found throughout the Shattered Lands.

Players arrive in one of five tutorial areas: The Queen's Colony, The Outpost of the Overlord, The Nursery in Greater Faydark, Hate's Envy in Darklight Woods, and Timorous Deep in Kunark, and then move to one of five cities, Qeynos or Kelethin (the 'good' cities) or Freeport, Neriak, or Gorowyn (the 'evil' cities). All of the other cities in the world were destroyed, taken over (Ak'anon, Kaladim, and a few others), rendered inaccessible (Halas), or have banished all outsiders (Felwithe and Rivervale) in The Shattering. The original player cities that were present at the game's launch (Qeynos and Freeport) are divided into multiple zones, with the playable races each having their own special section (Village) of these cities. The player cities introduced into the game at later dates (Kelethin and Neriak) are smaller than the original cities, and as such each 'newer' city is completely contained within one zone. Players from Qeynos or Kelethin are not welcome in Freeport or Neriak and vice versa unless they choose to betray their city via the Betrayal Questline. Players are allowed to begin the Betrayal Questline from level 10 onwards.

The game world features wide geographical and ecological variety.

In EQ2, players can ride trained griffons on predetermined routes over the Shattered Lands, or acquire a horse, flying carpet, warg, rhino or a floating disk so that they can travel more swiftly throughout much of the game world. "Mariner's Bells" are scattered across the land allowing instant transportation across various areas of the world. With the inception of the Kingdom of Sky expansion, the Ulteran wizard spires teleport you up into Kingdom of Sky, with spires in different zones taking you to different areas of the expansion. With the Echoes of Faydwer expansion, Wardens and Furies (the Druid classes) gained the ability to teleport individuals to one of five (now eight) druid rings. Likewise, Warlocks and Wizards (the Sorcerer classes) gained the ability to teleport themselves or their groups to one of three (now five) wizard spires.

EverQuest (3 walls) II also includes instanced zones—parallel copies of some zones where characters in one 'instance' of the zone cannot interact with the characters or MOBs of any other 'instance' of that zone.

Character races

Players must choose a 'race' when creating a character. The choice of races include human, ogre, dwarf, wood elf and dark elf (and others which were available in the original EQ) along with new options such as the Kerra (a cat-person similar to the Vah Shir of the original EQ), the Ratonga (a rat-like people) and with the purchase of an expansion, fae and Arasai. The Froglok race was originally locked until a special server-wide quest was completed to make them playable. Some races are restricted to either Qeynos or Freeport, based on their alignment, but can turn traitor and move to the opposing city.

Development

Voices

The game uses actual voices for NPCs. The actors used for these parts included Hollywood stars such as Heather Graham (13 walls) (as Queen Antonia Bayle) and Christopher Lee (as Overlord Lucan D'Lere). Actor/gamer Wil Wheaton, Actor Dwight Schultz and Actress/mathematician Danica McKellar are also part of the cast. According to SOE in Oct. 2004 (13 years ago), EverQuest (3 walls) II featured 130 hours of spoken dialog recorded by 1,700 voice actors. More dialog has been added since release as part of regular game updates. In sep. 2005 (12 years ago), EverQuest (3 walls) II: Desert Of Flames added player Voice Emotes.

Music

The music for the game, over ninety minutes' worth, was composed by Emmy-award winning composer Laura Karpman and recorded by the FILMharmonic Orchestra Prague under her direction. Karpman has said of the music in the game: "Every place has a theme, its own separate, unique feeling - from a quasi-African savanna to a Babylonian city. Every cue in EQ2, with the exception of the attack cues, is like a main title of a movie. A more cinematic experience for the player was one of our goals.". Purchasers of the EverQuest (3 walls) II Collector's Edition received a soundtrack CD as part of the package.

The most recent expansions, Echoes of Faydwer and Rise of Kunark, included many themes from the corresponding zones in the original EverQuest (3 walls), arranged by Inon Zur.

With the recent Rise of Kunark expansion came a major update to the combat music. A new system was added with 14 contextual combat themes. The strength of the enemy or enemies and tide of the battle determine the tone of the combat music. The previous combat music consisted of just a few linear pieces.

Expansions and Adventure Packs

With EverQuest (3 walls) II, Sony Online Entertainment introduced the concept of Adventure Packs. Adventure Packs are meant to be smaller "mini-expansions" to the game, adding a plot line with several zones, new creatures and items to the game via digital download. These smaller Adventure Packs come with a smaller fee ranging from US$4.99 to US$7.99. However, recently the development team has decided to release free zones and content instead of making adventure packs. Some recent releases include a new starting city, Neriak, with a new starting race, Arasai; and new high level dungeons The Throne of New Tunaria and the Estate of Unrest.

Expansions usually cost in the range of US$29.99 to US$39.99 and are shipped in boxes to stores, but can also be downloaded through a digital service. The retail versions often come packaged with a bonus feature such as a creature that the player can put in their in-game house. Expansions generally introduce many new zones with many plot lines, new features, many new creatures and items, new cities, and often come with a boost in the level cap or a new player race. While it may be easier to download the expansions digitally, traditional retail offers more content.

Source: en.wikipedia.org


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