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EverQuest II
View on Wikipedia| EverQuest II | |
|---|---|
| Developer | Daybreak Game Company |
| Publishers |
|
| Producer | John R. Blakely |
| Designers | Rich Waters Chris Cao Joseph Russo |
| Programmers | Scott Hartsman Richard A. Baker Jon L. Davis |
| Artists | Joe Shoopack Stuart Compton William B. Yeatt |
| Composers | Laura Karpman Inon Zur (additional music) |
| Platform | Microsoft Windows |
| Release | |
| Genre | MMORPG |
| Mode | Multiplayer |
EverQuest II is a 3D fantasy massively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft Windows PCs and released in November 2004. It is the sequel to the original EverQuest, released five years earlier, and features updated graphics and more streamlined gameplay compared to the previous entry, as well as an abundance of voice acting with contributions from actors such as Christopher Lee and Heather Graham. In February 2015, Sony Online Entertainment's parent corporation Sony Computer Entertainment sold it to investment company Inception Acquisitions, where it continues to develop and publish the game under its new name, Daybreak Game Company.
The game is set in an alternate future 500 years after the events of the first EverQuest, and is meant to run alongside its predecessor without interfering with the original story. It features characters and locations from the original that have been altered by centuries of war and cataclysmic destruction. While the title did receive favorable reviews upon release, it was notably less influential to the genre than the previous installment, and it faced heavy competition from other MMORPGs, such as World of Warcraft, which was released two weeks after EverQuest II. While originally subscription-based since its launch, a free-to-play version with its own dedicated server was released in July 2010 called EverQuest II Extended. In November 2011, the subscription service was cancelled in favor of making all remaining servers free-to-play with microtransactions as the revenue stream.
Gameplay
[edit]Within EverQuest II, each player creates a character to interact in the 3D, fictional world of Norrath. 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. Players can make items such as spells, potions, armor and many other items. The player chooses their character's race and type, which affects their abilities. Characters collect experience to advance in level. EverQuest II enables social interaction with other players through grouping and 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 II focuses on player versus environment (PvE), dedicated player versus player (PvP) servers were added in February 2006. EverQuest II has a heavy focus on quests; more than 6,000 exist. The EverQuest II feature set has expanded since its release in 2004.
Players must choose a 'race' when creating a character. The choice of races include human, barbarian, dwarf, erudite, ogre, iksar, troll, gnome, half elf, high elf, halfling, Vah Shir, wood elf and dark elf (which were available in the original EverQuest) along with new options such as the Kerra (a cat-person similar to the Vah Shir of the original EverQuest), the Ratonga (a rat-like people), the Sarnak (a dragon-like people) and the Fae and Arasai (fairy-like people). The Froglok race was originally locked until a special server-wide quest was completed to make them playable. Some races are restricted to certain starting cities, based on their alignment, but can turn traitor and move to the opposing city. There are four "archetypes" in EverQuest II - Fighter, Scout, Priest and Mage. When EverQuest 2 was launched, a player chose the character's archetype during the initial character creation and then chose a 'class' at level 10 and a 'sub-class' at level 20. This system was changed in 2006 so that a character's final class is chosen at creation.
Acquisition of equipment is a major focus of character progression. EverQuest II has no experience loss 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. 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. 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. EverQuest II has strong support for guilds. Each guild has an experience bar and earns guild levels (up to 150). 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 a hosted website and forum, as well as a guild bank with officer controls. Guild recruitment tools are integrated into the game. Players can also maintain houses. A secure commission system allows players to sell their crafting skills to other players, or use the common market system to sell finished items.
History
[edit]
SOE markets EverQuest II not as a direct sequel, but as a "parallel universe" to the original EverQuest. It is set in an alternate future of the original game's setting, having diverged at the conclusion of the Planes of Power expansion (the lore is explained in an in-game book). This allows both development teams to pursue whatever direction they want to take without impacting the other, and allows players of the original EverQuest to continue receiving updates without forcing players down a specific path. In that sense, they are two completely separate games bound together by name only. Players of the original EverQuest will find many familiar places and characters, as well as "heritage items" that are similar in name and function to items known from EverQuest and can be gained via heritage quests.
In Europe, the game was published by Ubisoft, followed by Koch Media. As of 2010 it lacks any European publisher and is distributed in Europe only as a digital download.
In February 2005, EverQuest II ran a promotion with Pizza Hut to allow players to order pizza from within the game. Players could type "/pizza" into the chat bar, which would open the online ordering section of the Pizza Hut website.[3] This promotion has since ended, but generated significant press for the game.
In June 2005, SOE introduced Station Exchange to EverQuest II. Station Exchange is an official auction system - only on designated servers - allowing real money to be transferred for in-game money, items or characters.
In March 2006, SOE ended its Chinese/Korean operations for EverQuest II, which were supported in the region by Gamania. The beta period for the game in China/Korea ended on 29 March, and on 30 March, all Chinese/Korean accounts were moved to the US servers of the game.
EQuinox, an official magazine of EverQuest II published by SOE, was released on August 9, 2007.
In December 2008, SOE introduced Station Cash, a real-money trading (RMT) feature.
In January 2009, SOE together with Valve made EverQuest II available on Steam.[4]
In July 2010, SOE released a separate version of EverQuest II called EverQuest II Extended, a free to play version of the game funded by micro-transactions or optional subscription play. The free to play version was run on a separate server from the subscription servers.[5]
By November 2011, EverQuest II was going free to play following a similar path as EverQuest II Extended. As of the following month, with the release of GU62 and Age of Discovery, EverQuest II was updated from being a subscription based game to a free to play title with optional subscription.
Later, in February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Columbus Nova and it was rebranded as Daybreak Game Company, which continues to develop and publish EverQuest.
At the end of October 2012, Krono was added as an experiment. Krono works like the Plex currency in EVE Online: it allows players to buy an in-game item for real money that adds 30 days of Gold subscription to the account. Krono can also be traded between players, sold via the Broker or gifted to another player's account. Krono is also a much safer way of purchasing game time than purchasing SC cards from players in the game, which may or may not sell a valid code for the players.[6]
Audio
[edit]A small number of NPCs use actual voices. The actors used for these parts included Hollywood stars such as Heather Graham (as Queen Antonia Bayle), Christopher Lee (as Overlord Lucan D'Lere) and Minnie Driver (as 'Dancer'). Wil Wheaton, Dwight Schultz, Richard Horvitz, Alan Dale and Danica McKellar are also part of the cast. According to SOE, in October 2004, EverQuest II featured 130 hours of spoken dialog recorded by 266 voice actors.[7] More dialog has been added since release as part of regular game updates. In September 2005, EverQuest II: Desert of Flames added player voice emotes. It also features voice actors Peter Renaday, Colleen O'Shaughnessey, and Nick Jameson.
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 said that every place has a theme, its own separate, unique feeling - from a quasi-African savanna to a Babylonian city. Their goal was to bring a cinematic feel in the music. Purchasers of the EverQuest II Collector's Edition received a soundtrack CD as part of the package. The expansions, Echoes of Faydwer and Rise of Kunark, included many themes from the corresponding zones in the original EverQuest, arranged by Inon Zur. With the 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
[edit]| # | Title | Type | Release date |
|---|---|---|---|
| - | The Bloodline Chronicles | Adventure Pack | March 21, 2005 |
| - | The Splitpaw Saga | Adventure Pack | June 28, 2005 |
| 1 | Desert of Flames | Expansion | September 13, 2005 |
| 2 | Kingdom of Sky | Expansion | February 21, 2006 |
| - | The Fallen Dynasty | Adventure Pack | June 14, 2006 |
| 3 | Echoes of Faydwer | Expansion | November 14, 2006 |
| 4 | Rise of Kunark | Expansion | November 13, 2007 |
| 5 | The Shadow Odyssey | Expansion | November 18, 2008[8] |
| 6 | Sentinel's Fate | Expansion | February 16, 2010[9] |
| 7 | Destiny of Velious | Expansion | February 21, 2011 |
| 8 | Age of Discovery | Feature Expansion | December 6, 2011 |
| 9 | Chains of Eternity | Expansion | November 13, 2012 |
| 10 | Tears of Veeshan | Expansion | November 12, 2013 |
| 11 | Altar of Malice | Expansion | November 11, 2014[10] |
| - | Rum Cellar | Adventure Pack | April 28, 2015[11] |
| 12 | Terrors of Thalumbra | Expansion | November 17, 2015 |
| 13 | Kunark Ascending | Expansion | November 15, 2016 |
| 14 | Planes of Prophecy | Expansion | November 28, 2017 |
| 15 | Chaos Descending | Expansion | November 13, 2018 |
| 16 | Blood of Luclin | Expansion | December 17, 2019[12] |
| 17 | Reign of Shadows | Expansion | December 15, 2020[13] |
| 18 | Visions of Vetrovia | Expansion | December 1, 2021[14] |
| 19 | Renewal of Ro | Expansion | November 30, 2022[15] |
| 20 | Ballads of Zimara | Expansion | November 29, 2023[16] |
| 21 | Scars of Destruction | Expansion | November 20, 2024[17] |
| 22 | Rage of Cthurath | Expansion | December 10, 2025[18] |
With EverQuest II, Sony Online Entertainment introduced the concept of Adventure Packs (an innovation created by Sean Kauppinen, who was the head of international Product PR at the time). 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, but 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;[19] and new high level dungeons, The Throne of New Tunaria[20] and the Estate of Unrest.[21]
Similar to other games, expansions can be bought in stores or 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 new plot lines, features, creatures, items, cities and often come with a boost in the level cap or a new player race. Currently, all players have been given the expansions preceding Destiny of Velious as part of the base game. Access to levels above 92 and their respective zones require the purchase of the Tears of Veeshan expansion, which includes the previous Chains of Eternity expansion. Free to Play accounts have access to the same areas as subscription accounts, but have certain restrictions in place. Many of the free to play restrictions have been removed, including bag slot restrictions, coin restrictions, quest journal limits, race and class restrictions, and gear restrictions, but other restrictions such as the inability to buy or sell items on the broker as a free player, having spell tier restrictions, and being unable to move the alternate advancement slider remain.
- EverQuest II: East was created for the East Asian market (mainland China, Taiwan, South Korea) but it was terminated as a separate edition on 29 March 2006. EverQuest II: East players were moved to standard servers. The special character models created for the game had already been included in the standard edition as a client-side option since 2005.
- EverQuest II Extended - in early 2010, Sony Online Entertainment consulted the EverQuest II player population to determine the extent of support for adding a free-to-play model to EverQuest II. The resulting product, EverQuest II Extended, was unveiled in the summer at FanFaire 2010. A significant game update coincided with the beta release of EverQuest II Extended, which revamped the game's user interface and newbie experience and revised many of the previous rules related to character creation. In December 2011, free-to-play access was added to the existing EverQuest II Extended servers and the former EverQuest II Extended Freeport server was added among them.
Scholarly research
[edit]EverQuest II has been used by academics to study a variety of phenomena; for example, that virtual economic behavior in EverQuest II follows real-world patterns in terms of production, consumption and money supply;[22] and observations that less than one percent (0.43%) of all the players are Platinum Farmers and more than three quarters (77.66%) of all Platinum Farmers are Chinese.[23]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | 83/100[24] |
| Publication | Score |
|---|---|
| Computer and Video Games | 9 / 10[25] |
| Game Informer | 8.5 / 10[27] |
| GamePro | 4 / 5[26] |
| GameSpot | 7.8 / 10[28] |
| GameSpy | |
| IGN | 8.5 / 10[30] |
| PC Gamer (US) | 78%[31] |
| Play | 7.5 / 10[32] |
EverQuest II had mostly positive reception from critics, earning an 83 out of 100 average score from aggregate review website Metacritic.[24] Many reviewers compared the title to the original EverQuest, which was viewed as one of the best and most influential examples of the genre.[28][29] Greg Kasavin of GameSpot said that EverQuest II isn't the massive step for the genre that its predecessor was, but it can still be a fun and addictive online role-playing experience that provides to offer for new and experienced players.[28] Mario Lopez of GameSpy commented that it was "much more inviting, convenient, and forgiving" relative to the first game, but that it was less groundbreaking. The reviewer would find that the breadth of voice acting, however, was its biggest advancement.[29] Lopez would ultimately declare that EverQuest II was "extremely fun to play, frequently rewarding, and designed with just the right amount of user convenience in mind".[29]
The game's presentation and photorealistic graphics were often praised, with Computer and Video Games declaring that "there are off-line games equally or even more spectacular in immediate scenery or character models, but what game can offer such outrageous landscapes on such a grandiose scale?"[25] Computer Games Magazine similarly felt that the game's setting was a "brilliantly" reworked world with that technology.[33] According to GameSpot, however, the high system requirements of the title meant that performance issues were common, and that a player would need a "monster system" in order to experience the game in its highest quality. Kasavin additionally commented that the developers of this engine were presumably thinking ahead towards to the future when they built EverQuest II's technology, but that game's visuals were not so impressive to justify the extreme system requirements.[28] Steve Butts of IGN likewise found that attempting to play the game on higher graphic settings resulted in "terrible performance", but that a consistent frame rate with high graphic quality was possible with an appropriate gaming computer.[30] While the editor was "not as huge a fan" of the title's visual style, he commended its high level of detail.[30]
EverQuest II was nominated for "Best Massively Multiplayer Online Game" in GameSpot's Best and Worst of 2004 awards, and was runner-up for "Best Persistent World Game" in IGN's Best of 2004 awards, losing both to World of Warcraft.[34][35] Computer Games Magazine named it the seventh-best computer game of 2004, with its editors declaring it an improvement "upon not only its own predecessor, but just about every predecessor out there".[36] GameSpy granted EQII the title of "Most Improved Game" during its 2006 annual PC awards due to the addition of PvP servers and the release of the Echoes of Faydwer expansion that same year.[37] After adopting a free-to-play model in 2011, the title was named "Best Bang for the Buck" in Massively's annual awards that same year.[38]
Sales and subscriptions
[edit]EverQuest II reached 100,000 active accounts within 24 hours of release, which grew to over 300,000 two months later in January 2005.[39] As of 2012, the game had an estimated subscriber peak of 325,000 achieved sometime in 2005.[40] As of September 2020, EverQuest II had 21,000 subscribers and 29,000 monthly active players.[41]
East Asian version
[edit]| EverQuest II: East | |
|---|---|
| Developer | Sony Online Entertainment |
| Publisher | Gamania |
| Platform | Windows |
| Release | April 2005 |
| Genre | MMORPG |
| Mode | Multiplayer |
EverQuest II: East (Simplified Chinese: "无尽的任务2: 东方版"; Traditional Chinese: "無盡的任務2: 東方版"; Korean: "에버퀘스트2: 이스트") was an alternate edition of EverQuest II, developed for the China, Taiwan and South Korea markets. Sony Online Entertainment developed and shipped EverQuest II: East to East Asia in April 2005. There were some proprietary missions for EverQuest II: East. Sony Online Entertainment developed a separate character model for EverQuest II: East called "SOGA Model", which it also imported to the original version on LiveUpdate 16 on November 9, 2005.
EverQuest II: East used settings similar to those from the original version. Gamania and SOE added some entities and quests only for the Eastern Version, unlike SOE's servers. In EverQuest II: East, players could name their character in their local language. In EverQuest II: East, most dialogue continued to use English, except the novice tutorial. Gamania localized the novice tutorials as a special feature of EverQuest II: East.
Because of the bad reputation of localization, EverQuest II: East failed in Asia. Gamania declared its termination on March 29, 2006. All Chinese accounts were transferred to the Mistmoore server, all Taiwanese accounts to the Najena server and all Korean accounts to Unrest.
References
[edit]- ^ "What's New?". Eurogamer.net. 2004-11-12. Retrieved 2023-03-26.
- ^ Adams, David (2004-11-08). "Cue the Talking Elves". IGN. Retrieved 2023-03-26.
- ^ "EverQuest II - /pizza". Archived from the original on April 28, 2005.
- ^ As reported on eq2players.com eq2players.com news archive[permanent dead link]
- ^ "EverQuest II Extended FAQ". Archived from the original on 2010-09-22.
- ^ "Krono are Now Available!". 30 October 2012.
- ^ "EverQuest II (Video Game 2004) - Full Cast & Crew - IMDb". IMDb.
- ^ "EverQuest II Players - The Shadow Odyssey". Archived from the original on 2008-08-19.
- ^ "Sentinels Fate -new expansion announced". Archived from the original on 2009-06-29.
- ^ "SOE Live 2014: EverQuest II's Altar of Malice expansion and a new playable race". Archived from the original on 2014-10-11. Retrieved 2014-09-24.
- ^ Feldon (April 21, 2015). "Rum Cellar Highlights: What You Need to Know". EQ2Wire. Retrieved November 3, 2018.
- ^ Royce, Bree (November 27, 2019). "Daybreak announces December launch dates for EverQuest's Torment of Velious and EverQuest II's Blood of Luclin". Massively Overpowered. Retrieved November 30, 2019.
- ^ "Reign of Shadows launches December 15!". EverQuest II Official Website. December 1, 2020. Retrieved December 1, 2020.
- ^ "Are You Ready for Visions of Vetrovia?". EverQuest II Official Website. November 17, 2021. Retrieved November 25, 2021.
- ^ Chan, Jenn (September 27, 2022). "EverQuest II Producer's Letter September 2022". EverQuest II Official Website. Retrieved October 5, 2022.
- ^ Chan, Jenn (October 4, 2023). "EverQuest II Producer's Letter 2023". EverQuest II Official Website. Retrieved October 4, 2023.
- ^ "Scars of Destruction will be launching soon!". EverQuest II Official Website. November 6, 2024. Retrieved January 18, 2024.
- ^ "Rage of Cthurath will be launching soon!". EverQuest. November 19, 2025. Retrieved December 1, 2025.
- ^ "EverQuest II Players - Game Update #35". Archived from the original on 2007-10-11.
- ^ "EverQuest II: Game Update 36 Peek and Screenshots - igxe.com".
- ^ "EverQuest II Players - Game Update #32". Archived from the original on 2007-10-11.
- ^ Castronova, E, Williams D, Shen C, Ratan R, Xiong L, Huang Y, Keegan B. 2009. As real as real? Macroeconomic behavior in a large-scale virtual world New Media & Society. 11:685-707.
- ^ Muhammad Aurangzeb Ahmad, Brain Keegan, Jaideep Srivastava, Dmitri Williams, Noshir Contractor, “Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGS” Proceedings of the 2009 IEEE Social Computing (SocialCom-09). Symposium on Social Intelligence and Networking (SIN-09). Vancouver, Canada, August 29–31, 2009.
- ^ a b "EverQuest II for PC Reviews". Metacritic. Retrieved October 15, 2018.
- ^ a b Bacon, Elvis (November 26, 2004). "PC Review: EverQuest II". Computer and Video Games. Archived from the original on January 25, 2007. Retrieved October 15, 2018.
- ^ Star Dingo (December 16, 2004). "EverQuest II Review for PC". GamePro. Archived from the original on January 13, 2005. Retrieved October 15, 2018.
- ^ "Everquest II Review". Game Informer. GameStop Corporation. February 2005. p. 85.
- ^ a b c d Kasavin, Greg (November 17, 2004). "EverQuest Review". GameSpot. Retrieved October 15, 2018.
- ^ a b c d Lopez, Miguel (November 22, 2004). "GameSpy: EverQuest II - Page 1". GameSpy. Retrieved October 15, 2018.
- ^ a b c Butts, Steve (November 29, 2004). "EverQuest 2". IGN. Retrieved October 15, 2018.
- ^ "Everquest Review". PC Gamer. February 2005. p. 76.
- ^ "EverQuest II Review". Play: 76. January 2005.
- ^ "EverQuest II Review". Computer Games Magazine (172): 66. March 2005.
- ^ Thorsen, Tor (December 17, 2004). "GameSpot's Best and Worst of 2004 Awards kick off Friday". GameSpot. Retrieved October 15, 2018.
- ^ "IGN.com Presents The Best of 2004". IGN. Archived from the original on February 6, 2005. Retrieved October 15, 2018.
- ^ Staff (March 2005). "The Best of 2004; The 14th Annual Computer Games Awards". Computer Games Magazine (172): 48–56.
- ^ "GameSpy's Game of the Year 2006". GameSpy. Archived from the original on January 2, 2007. Retrieved October 22, 2019..
- ^ Schuster, Shawn (December 31, 2011). "Massively's Best of 2011 Awards". Engadget. Retrieved October 15, 2018.
- ^ "Readme: Everquest Milestones". GamersHell.com. Archived from the original on October 28, 2018. Retrieved October 27, 2018.
- ^ Ivory, James D. (2012). Virtual Lives: A Reference Handbook. ABC CLIO, LLC. p. 154. ISBN 9781598845853.
- ^ Yin-Poole, Wesley (2020-12-05). "EverQuest is bigger than EverQuest 2". Eurogamer. Retrieved 2021-02-06.
External links
[edit]EverQuest II
View on GrokipediaGameplay
Core Mechanics
EverQuest II features a mix of open-world zones for general exploration and instanced zones tailored for specific content difficulty levels, allowing players to engage in solo or group activities without excessive competition for resources. Open-world zones, such as the starting areas of Antonica and Commonlands, provide persistent environments where multiple players coexist, fostering organic interactions and shared world events. In contrast, instanced zones—categorized as solo, heroic (for groups of 3-6 players), or raid (for larger groups)—load separately upon entry, scaling enemy difficulty and rewards to the player's or group's capabilities to ensure accessibility; for example, advanced solo instances adjust mob health and damage to suit individual playstyles while maintaining challenging encounters. This design emphasizes solo-friendliness, enabling progression without mandatory grouping, though group content scales up for cooperative play to enhance rewards and complexity.[8][9] The combat system in EverQuest II employs a tab-targeting mechanism, where players select enemies via keyboard tabs or mouse clicks to initiate auto-attacks, either melee or ranged, which can be toggled on or off. Players manage ability rotations by activating combat arts and spells—typically every 6 seconds in battles lasting around 30 seconds—drawing from health and power resource bars to deal damage, heal, or apply crowd control effects. Encounters often involve multiple enemies, known as "adds," requiring players to switch targets dynamically, while dungeon mechanics introduce environmental hazards, phased boss fights, and coordinated group tactics like Heroic Opportunities, where synchronized ability chains from different classes trigger powerful bonus effects. Upon death, players face resurrection sickness, equipment degradation, and experience debt, adding strategic weight to survival.[10] Questing forms a core loop integrated with exploration, divided into adventure quests for combat and collection tasks, tradeskill quests focused on crafting and resource gathering, and signature series quests that serve as epic, group-oriented narratives with high rewards. Adventure quests, such as killing specific mobs or harvesting items in zones, encourage traversal of open-world areas and tie into dynamic events like timed world bosses or public quests (e.g., city tasks available from level 10), which are repeatable, faction-aligned activities promoting both solo efficiency and group participation for guild progression. Tradeskill quests complement this by requiring players to explore for materials, often chaining with adventure elements to create hybrid progression paths. Signature quests escalate in scale, demanding group coordination for instanced challenges but rewarding unique gear that enhances further exploration.[11] Movement and navigation in EverQuest II rely on mounts for increased ground speed—starting with basic ground mounts at lower levels and progressing to faster variants—and zone travel options like griffon towers, which provide quick aerial hops between key locations in starting continents. Later expansions introduced flying mounts, accessible from level 85 via dedicated questlines, allowing vertical navigation in designated zones with flight-enabled skies, such as those in the Echoes of Faydwer expansion onward, to streamline access to elevated or remote areas. These tools integrate with questing by enabling efficient coverage of expansive zones, though flight is restricted to compatible areas to preserve encounter design.[12][13][14]Character Progression
Character progression in EverQuest II revolves around advancing a player's character through experience points earned from quests, combat, and other activities, enabling specialization in combat roles, crafting, and equipment enhancement. The primary leveling system allows characters to advance from level 1 to a current maximum of 130 as of the Scars of Destruction expansion released in November 2024, with an upcoming increase to 135 planned for the Rage of Cthurath expansion in December 2025.[15] Upon reaching level 10, players begin earning alternate advancement (AA) experience alongside regular experience, which can be spent on skill trees to enhance abilities beyond base class features.[16] AA points total up to 350, distributed across class-specific, archetype, shadow, and dragon trees, with each ability typically requiring 1 point per rank up to 5 ranks.[17] Starting from level 90, players earn prestige points alongside AA experience, capped at 70 including bonuses, which are allocated to prestige talent trees for further customization, including class-specific prestige lines unlocked after investing 25 points in the general prestige tree.[18] Prestige points provide customization during levels 90 to maximum, enhancing abilities for heroic or expert content; post-max level advancement continues through AA allocation and other systems.[19] The archetype system organizes the 26 available classes into four broad categories—Fighter, Scout, Mage, and Priest—each offering distinct playstyles focused on tanking, melee damage, ranged damage/healing, or support healing.[20] Players select an archetype at level 1 and refine it into a specific class at level 10, with ability lines tied to AA expenditures that unlock combat arts, spells, and passives for specialization.[21] For example, a Fighter archetype might progress into a Guardian subclass, emphasizing defensive skills, while AA investments allow branching into offensive or utility options within the skill trees. This system promotes deep customization, as players can respecialize AA points via in-game vendors if needed.[16] Tradeskill professions provide a parallel progression path, with nine primary crafting classes—Alchemist, Armorer, Carpenter, Jeweler, Provisioner, Sage, Tailor, Weaponsmith, and Woodworker—chosen at tradeskill level 9 after starting as an Artisan.[22] These classes level alongside adventure skills up to 130, with an upcoming increase to 135 planned for December 2025, using materials gathered from five harvesting professions: Cultivator (plants and roots), Extractor (ores and stones), Forager (meat and hides), Woodcutter (wood), and Fisherman (fish). Progression involves crafting items from recipes, many of which are rare and obtained through dungeon drops, faction quests, or merchant purchases, enabling the creation of high-end gear, potions, and consumables. Guild halls enhance tradeskill efficiency with dedicated stations, fuel storage, and collaborative features like shared recipe books for guild members.[23] Equipment progression integrates with overall advancement through gear tiers aligned to expansion content, where each new expansion introduces higher-level items with improved stats. Players enhance gear via adornments, slot-specific attachments crafted by Adorners or dropped from content, which add bonuses like critical chance or ability modifiers to armor and weapons.[24] Additionally, infusions allow permanent upgrades to eligible items, infusing attributes such as potency or stamina using infuser items or platinum, with higher tiers requiring more advanced materials. This layered system ensures gear remains relevant as characters level, tying personal growth to broader content unlocks.[25]Multiplayer and Social Elements
EverQuest II emphasizes cooperative play through various grouping mechanics designed to facilitate player interactions across different levels and group sizes. Standard groups consist of up to six players, allowing teams to tackle heroic content and instances together, with the group window displaying members' health, power, and afflictions for coordinated combat.[26] For larger challenges, raids enable up to 24 players by combining four groups of six, where a raid leader manages invitations, loots, and assignments via the raid window, which supports basic and advanced modes to track effects and roles.[27] The mentoring system addresses level disparities by permitting higher-level players to temporarily reduce their effective adventure level to match a lower-level apprentice in the group, sharing experience, loot, and quest credit while providing the apprentice with an XP bonus that scales with the number of mentors, up to five.[28] This system scales gear and spells to the apprentice's level, enabling experienced players to guide newcomers through early content without overwhelming difficulty.[28] The guild system serves as a cornerstone for organized social play, requiring at least six unguilded players and a registration fee to form, after which members can invite others and manage ranks through the guild window.[29] Guild progression occurs via repeatable city tasks available to members level 10 and above, which award guild experience based on status points earned by designated patrons, unlocking benefits like prestige merchants, faction rewards, and instanced raids as the guild levels up.[30] Guilds can host events through writs obtained from heralds, granting additional status points and fostering community activities, while alliances—known as coalitions—allow multiple guilds to collaborate on shared goals like raiding without merging structures.[30] At higher levels, guilds access tiered halls (up to Tier 3) for communal spaces, enhancing progression and member retention.[29] Housing in EverQuest II provides extensive customization options for personal and group expression, with each character able to own up to 30 dwellings ranging from basic apartments to prestige homes without upkeep fees.[31] Personal dwellings allow players to decorate interiors using furniture, trophies, and environmental items to create unique spaces, often incorporating expanders for larger layouts and sales crates for in-home trading.[32] Guild halls, available from guild level 30 onward, offer expansive areas for collective decoration, such as libraries, lounges, and museums, with over 1,000 items possible in efficient designs to minimize loading times while supporting social gatherings.[32] These halls and dwellings emphasize player creativity, drawing from materials like wood, stone, and garden elements to build immersive environments.[32] The in-game economy revolves around player-driven trading facilitated by the brokerage system, a consignment market where items like crafted goods, collectibles, and adornments are bought and sold across Norrath's cities.[33] Primary currencies include platinum—earned from quests, hunting, and vendor sales—as the highest denomination of coin (with copper, silver, and gold below it), used for everyday transactions and broker fees, which range from 20% for same-alignment trades to 40% for opposing ones.[33] Status points function as a secondary currency tied to guild and personal achievements, redeemable for premium items like housing upgrades, mounts, and costumes from specialized merchants, but flagged as no-trade to prevent direct player transfers.[33] This dual-currency setup encourages harvesting, crafting, and questing to generate value, with the broker serving as the central hub for economic exchange.[33]Setting and Lore
World of Norrath
Norrath serves as the primary setting for EverQuest II, a vast planet fractured by the cataclysmic event known as the Shattering, which reshaped its geography into diverse continents and islands. The two main continents accessible at launch are Antonica, a sprawling landmass featuring rolling hills, valleys, and coastal regions that was once part of the larger Tunaria, and Faydwer, a lush, forested area to the east across the Ocean of Tears, characterized by dense woodlands and mountainous terrain. Major cities include Qeynos, the good-aligned capital in Antonica ruled by Antonia Bayle, divided into villages like the Baubbleshire for gnomes and halflings, and urban zones such as North Qeynos with its Temple of Life; in contrast, Freeport on the eastern edge of Antonica functions as the evil-aligned hub under Lucan D'Lere, encompassing districts like the Academy of Arcane Science and the bustling South Freeport harbor for trade. Many zones draw from the original EverQuest but have been revamped with updated landscapes, such as the Greater Faydark's towering tree city of Kelethin and the shadowy Nektulos Forest, integrating new lore elements like refugee settlements post-Shattering.[34] The world of Norrath encompasses various zone types designed for exploration and combat, including expansive overland areas like Antonica (levels 8-25) with open terrains such as Archer's Wood and the Thundering Steppes' stormy plains, which support solo and group activities amid natural landmarks. Dungeons provide challenging, enclosed environments, often revamped from the original game, such as the gnoll-infested Blackburrow caves or the undead-haunted Tomb of Valor, featuring intricate layouts with traps and boss encounters. Instanced content, like the solo-oriented Fallen Gate or the group-focused Vermin's Snye sewers beneath Qeynos, allows personalized progression without competition for resources, while seasonal events tie into the world through temporary activities in overland zones, such as harvest festivals in Antonica that involve community gatherings and unique rewards. These zones interconnect via travel systems, including griffin towers for swift flights and mariner's bells for teleportation between cities.[34] Environmental storytelling in Norrath enhances immersion through dynamic elements that reflect the planet's living nature. Day/night cycles influence visibility, NPC behaviors, and monster spawns, with nocturnal threats emerging in zones like the Commonlands' tortured plains, while weather systems—such as rain in the Forest Ruins or storms over the Ocean of Tears—alter terrain traction and add atmospheric depth to quests. Dynamic world events, including roaming orc patrols in the Antonica badlands or spectral apparitions in Freeport's graveyard, create unpredictable encounters that encourage player vigilance and reveal lore through interactions, like discovering ancient ruins that hint at pre-Shattering civilizations. These features collectively build a responsive ecosystem where environmental cues, such as dripping cave walls in Serpent Sewers or whispering winds in Faydwer's forests, guide narrative discovery without direct exposition.[34] The base world map at launch centered on Antonica and Faydwer, with the Isle of Refuge as a starting tutorial area. Through subsequent free updates and patches, core zones have been refined for better accessibility, including adjustments to level scaling, resource distribution, and traversal mechanics like mount access, while preserving the Shattered world's fractured aesthetic as a foundation for exploration.[34][35]Races, Classes, and Narrative
EverQuest II provides players with over 20 playable races, drawing from classic fantasy traditions while introducing unique species to enrich the world's diversity. Core races include Humans, High Elves, Wood Elves, Dark Elves, Dwarves, Halflings, Gnomes, Erudites, Half Elves, Barbarians, Ogres, Trolls, Iksar, Frogloks, and Ratonga, with later additions such as Fae, Kerra, Sarnak, Arasai, Aerakyn, Vah Shir, and Freeblood expanding options through expansions.[36][37] Each race aligns with one of two major factions—good (starting in Qeynos) or evil (starting in Freeport)—or remains neutral, permitting players to select either city at creation and influencing initial questlines and social interactions. Cosmetic and heritage elements further customize races, including alternate appearances, cultural adornments, and unlockable items like heritage armor sets that reflect Norrathian history without affecting core progression.[36] Classes in EverQuest II are structured around four primary archetypes—Fighter, Scout, Mage, and Priest—totaling 26 options that define combat roles without delving into specific abilities. Fighters emphasize frontline durability and aggression, with tanks like the Guardian and Bruiser designed to draw enemy attention and withstand heavy assaults, while the Berserker delivers sustained melee damage. Priests focus on restoration and buffs, serving as healers such as the Templar (divine support), Inquisitor (judgment-based recovery), Warden (nature attunement), and Fury (elemental renewal), ensuring group survival in prolonged battles. Scouts and Mages prioritize damage output, where Scouts like the Assassin, Ranger, and Swashbuckler excel in agile close-quarters strikes, and Mages including the Wizard, Necromancer, and Warlock unleash ranged arcane or necrotic assaults, often augmented by summoned pets for versatility. Hybrid classes like the Beastlord (scout-priest) and Channeler (mage-priest), introduced in later expansions, blend roles for adaptive playstyles.[38] The game's narrative unfolds in a fractured Norrath following the cataclysmic Shattering, a divine cataclysm that splintered the continent and isolated survivors in a harsh, post-apocalyptic era approximately 500 years after the original EverQuest. Players awaken as amnesiac adventurers amid ruins, allying with either the lawful Qeynos under Queen Antonia Bayle or the tyrannical Overlord Lucan D'Lere's Freeport regime, setting the stage for themes of redemption, conquest, and divine intervention. The central storyline progresses via the signature series quests, an ongoing epic arc that traces the gods' gradual return—beginning with avatars and escalating to full pantheon involvement—culminating in multiversal threats like planar incursions and ancient deity resurrections, where player choices drive heroic deeds across Norrath's realms.[39][40] A dynamic faction system integrates with alignment decisions, dividing the world into good, evil, and neutral paths that branch the narrative through exclusive quests, alliances, and consequences. Good-aligned characters champion justice and exploration, often clashing with undead hordes or cultists, while evil paths embrace intrigue and domination, forging pacts with shadowy entities; neutral options allow fluid shifts, enabling cross-faction diplomacy or betrayal that alters story outcomes and access to lore-rich events. This structure reinforces the epic's focus on moral ambiguity, as players' deeds influence reputation with guilds, deities, and rival cities, weaving personal agency into Norrath's broader saga of rebuilding and cosmic strife.[41]History and Development
Origins and Launch
EverQuest II was developed by Sony Online Entertainment (SOE), a subsidiary of Sony Computer Entertainment America, as a direct sequel to the groundbreaking 1999 MMORPG EverQuest. Development began in early 2000, spanning over four years. The project aimed to build on the original game's success by enhancing graphical fidelity, introducing a more immersive 3D environment, and expanding the lore of Norrath while addressing criticisms of the predecessor's complexity.[42] Key design philosophies emphasized greater accessibility compared to EverQuest, with streamlined mechanics to reduce the steep learning curve for newcomers while retaining depth for veterans. Developers focused on intuitive interfaces, solo-friendly content, and a narrative-driven experience to broaden appeal amid rising competition from titles like World of Warcraft. A central innovation was the dual-faction system, where players began as refugees in one of two opposing starting cities—Qeynos for good-aligned characters or Freeport for evil-aligned ones—fostering rivalry and role-playing opportunities without mandatory player-versus-player combat on most servers. This structure reinforced the game's themes of division in a post-cataclysm Norrath, encouraging faction-specific quests and social dynamics from the outset.[43][44] The game launched on November 8, 2004, exclusively for Windows PCs, following an extensive beta program that began with closed testing sign-ups in May 2004 and progressed to a larger closed beta phase starting in July, peaking at nearly 5,000 participants by September. Beta servers included English, French, and German language support to test localization and scalability, concluding on November 6 to prepare for full release with 12 initial live servers worldwide. Marketing efforts by SOE highlighted the sequel's advanced visuals and epic storytelling through pre-order incentives, media previews, and tie-ins to the EverQuest franchise, positioning it as an evolution of the original's legacy in a burgeoning MMORPG market.[45][46][47][48][49] Upon launch, EverQuest II encountered several technical challenges typical of ambitious MMORPG rollouts, including installation hurdles, graphical glitches, and audio synchronization issues documented in SOE's official known issues list. Server stability was strained by high player influx, leading to occasional disconnects and queue times, exacerbated by the game's demanding system requirements on 2004-era hardware. SOE responded swiftly with bi-weekly patches, often 25-30 MB in size, to address bugs like quest progression failures and combat imbalances, gradually improving performance and player retention in the early months.[50]Expansions and Updates
EverQuest II has received a steady stream of expansions since its 2004 launch, with 21 major releases as of 2024 that have progressively expanded the level cap, introduced new zones, races, classes, and gameplay mechanics, while deepening the lore of Norrath through narratives involving ancient evils, planar realms, and returning factions. These expansions often include new raid encounters, trials, signature quests, and mounts, building on the core mechanics of progression and multiplayer cooperation. In addition to expansions, the game has featured four adventure packs as smaller content drops that add zones, quests, and features without a full level cap increase, as well as bi-annual Game Updates (GUs) that deliver balance adjustments, seasonal events, and system enhancements to maintain player engagement. The expansions are released annually or near-annually in recent years, with early ones focusing on terrestrial and aerial explorations, mid-era ones delving into planar and kunarkian themes, and later ones revisiting classic lore elements like Luclin and Ro. For example, Shadows of Luclin (2020, though listed as Reign of Shadows in some contexts) introduced space-themed zones such as the dark side of Luclin, marking a return to cosmic narratives from the original EverQuest. These content additions have collectively raised the level cap from 50 at launch to 130 as of 2024, with each expansion typically adding 5-10 new zones, multiple raid tiers, and quality-of-life features like improved housing or guild systems. The 22nd expansion, Rage of Cthurath, is scheduled for release in December 2025 and will raise the level cap to 135 while introducing zones like Oogothl Sprawl, the Darou race, expansions to the illusion key ring, and public quests.[51]| Expansion | Release Date | Level Cap | Key Features |
|---|---|---|---|
| Desert of Flames | September 13, 2005 | 60 | Introduced desert zones like Maj'Dul and the Sinking Sands, the Dervish class, flying carpet mounts, and genie-themed raids.[52] |
| Kingdom of Sky | February 21, 2006 | 70 | Added aerial zones such as Tenebrous Tangle and Barren Sky, new flying mounts, and dragon-themed trials.[53] |
| Echoes of Faydwer | November 13, 2006 | 80 | Featured Faydwer continent zones like Nektulos Forest revamp, the Revenant class, and underwater combat mechanics in new raids.[54] |
| Rise of Kunark | November 13, 2007 | 80 | Returned to Kunark with zones like Fens of Nathsar, Sarnak race, and epic weapon quests tied to ancient dragons.[55] |
| The Shadow Odyssey | November 18, 2008 | 85 | Explored shadow realms with zones like The Butcherblock Mountains revamp, illusionist mechanics, and underwater raids.[56] |
| Sentinel's Fate | February 16, 2010 | 90 | Introduced Ethernere zones, the Warden class, and prophecy-themed signature series quests.[57] |
| Destiny of Velious | February 22, 2011 | 95 | Revived Velious with icy zones like Great Divide, dragon mounts, and faction-based narratives.[58] |
| Chains of Eternity | November 13, 2012 | 95 | Added Obol Plains zones, prestige ability system, and soulbind mechanics for gear.[59] |
| Tears of Veeshan | November 12, 2013 | 100 | Featured dragon broodlands zones, overdrenched weapons, and elemental raid encounters.[60] |
| Altar of Malice | November 11, 2014 | 105 | Included malice-themed zones like Savalia Cove, timeline artifacts, and heroic character overhauls.[61] |
| Terrors of Thalumbra | November 17, 2015 | 105 | Explored fungal Thalumbra zones, illusion key ring system, and public quest events.[62] |
| Kunark Ascending | November 15, 2016 | 105 | Revived Kunark lore with zones like Obulus Frontier, mercenary system expansions, and loyalty rewards.[63] |
| Planes of Prophecy | November 28, 2017 | 110 | Introduced planar zones like Plane of Magic, familiar system, and coliseum trials.[64] |
| Chaos Descending | November 13, 2018 | 110 | Featured chaotic realms like Doomfire, guild coalitions, and destruction-themed raids.[65] |
| Blood of Luclin | December 17, 2019 | 120 | Returned to Luclin with moon zones like Sanctus Seru, beastlord class, and shadowknight revamps.[66] |
| Reign of Shadows | December 15, 2020 | 120 | Added Luclin underdark zones like Savage Weald, Vah Shir race, and shadow essence mechanics.[67] |
| Visions of Vetrovia | December 1, 2021 | 125 | Introduced Vetrovia zones, survivalist class, and expedition group content.[68] |
| Renewal of Ro | November 30, 2022 | 125 | Revived Freeport and Qeynos conflicts with zones like Sunken City, paladin and shadowknight updates.[69] |
| Ballads of Zimara | November 29, 2023 | 130 | Featured Zimara underwater zones, new mounts like seahorses, and bard class enhancements. |
| Scars of Destruction | November 20, 2024 | 130 | Explored Western Wastes dragon necropolis, weapon auras, and destruction raids.[70] |
