Tradesmen, Items and Game Economy

What are the glowing rainbow lights?

They signify where an artifact may rest.

How do I get the artifact?

You examine a scrying stone near the rainbow light. When you do, three runes (Tree, Sword, Coin) will pulse a specific intensity (Dim, Soft, Bright, Brilliant) and color (White, Red, Blue, Green) and one of three things will happen, you find nothing, you get attacked by mobs, or you find an item. If you are really fast you can get 7 scrying attempt from one rainbow effect. It seems to start a timer when you start the first scry, and cuts you off after a set amount of time. So if you get the mob spawn, go ahead and start your next scry attempt while you are fighting it.

How does one know the rank of the different colors?

Judging by the data we have so far, this is an attempt to rank the colors. (ex. white seem to give better rewards than green) Any data you can provide to expand this would be helpful.

Red – Lowest
Blue
Green
White – Highest

Where do I get scrying stones?

You buy scrying stones from an NPC vendor, who is also the artifact vendor (possibly the artifact collector). There is one vendor on the docks in Thundering Steppes, and another on the docks in Nektulos Forest. This vendor sells scrying stones and buys artifacts back for 100% value. He does not sell artifacts.

What happens when I use a scrying stone near a rainbow effect?

There are several outcomes:

1. Nothing – You find nothing of value. Basically you just wasted a scrying stone, kiss 10s goodbye, thanks for playing.

2. Spawn – You disturbed something… A disturbed corpse spawns and attacks you. It is either a skeleton, zombie or ghost mob, level 16-24 and may be normal or have a single up arrow. The mobs tend to have normal loot for the mob type.

3. Item – You found something.

3a. Coin Purse – The coin purse comes in various sizes. You get Ancient silver coins or Ancient Gold coins. The larger the coin purse, the more coins you get. The silver coins are worth 10s at the artifact vendor. As an alternate choice you are offered scrying stones at a 1 to 1 rate. There is a rare find when you get Brilliant White for all three runes, the reward is a Gold coin worth 10g or 100 scrying stones. Also reported is Brilliant Green for all three runes gives a reward of 50 coins or 50 stones.

Big Coin Rewards
3 Brilliant Red ???
3 Brilliant Blue ???
3 Bright White – 50 An Ancient Silver Coin or 50 scrying stones (value 5g)
3 Brillliant Green – 50 silver coins or 50 scrying stones (value 5g)
3 Brilliant White – 1 Gold coin or 100 scrying stones (value 10g)

3b. Artifact – You found a damaged artifact. As an alternate choice, you can choose to receive scrying stones at a rate of 1 stone for every 10s of the artifacts value. The following is a list of artifacts found so far:

An intact ancient comb – (value 40s) (Brilliant Red, Brilliant Blue, Brilliant Green)
A damaged ancient basket – (value 10sp)
A damaged fetish – (value 10sp)
A lightly damaged ancient medallion – (value 30sp)
A damaged ancient vest – (value 20sp)
A perfectly preserved ancient lobster – (value 1g)
Well preserved Clown shoe – (value ?) A damaged Urn – (value 10s)
3c. Equipment – You found an actual equipable item with stats. These items do not sell back to the artifact vendor, but will sell to a regular vendor. The following are items found so far:

Ruined Ancient Bangle 2 sta 3 agi 3 str 12 health 16 power 34 ac 80 cold 60 divine 40 mental usage skill 125 mastery 150
Ancient Ruined Ring 2 sta 3 agi 3 str 12 health 16 power 32 ac at level 32 60 mental 60 disease 60 heat
Ancient Chainmail Shoulderplates 188AC at level 35 5 sta 5 wis 15 health 13 power 134 cold 168 heat
Ancient Hardened Gauntlets 7 agi 7 wis 17 health 27 power 242 disease 339 heat ac 208 at 24
Rusted Ancient Boots 4 sta 2 agi 5 health 6 power 40 magic 80 mental AC 96 heavy armor skill 100 mastery 125
Ancient Hardened Helm 5 int 9 wis 34 health 9 power 290 divine 290 mental AC 208 at 45 Heavy Armor skill 200 mastery 225 (value 4g96s)
Received it in EL from Brilliant Blue/Brilliant White/Brilliant Blue
Frayed ancient sleeves: 14 health 14 power (very light armor) req 150 mastery 175
3d. Books – You found a book. It is unclear what the ultimate purpose of these are at this time. What they do when you examine them is give you a timed mission to kill X number of mobs in X minutes. There is a set of books for each archetype. When you find this you will get to choose which archetypes book you will take, or as an alternate prize, you can choose scrying stones at a rate of 1 stone per 10s of the books value. The books found so far are:

Marshall for Fighters
Archanist for mages
Diviner for Priest
Outrider for Scout

What quests do the different books give?

An initiate xxx’s lesser training tome(kill 5 centuar in 5 minutes)
An initiate xxx’s standard training tome(kill 10 centuar in 5 minutes)
An initiate xxx’s greater training tome(kill 20 centuar in 5 minutes)

An apprentice xxx’s lesser training tome (kill 5 undead in 5 minutes)
An apprentice xxx’s standard training tome (kill 10 undead in 5 minutes)
An apprentice xxx’s greater training tome (kill 10 undead in 5 minutes)

A neophte xxx’s lesser training tome(kill 5 animal type in 5 minutes)
A neophte xxx’s standard training tome(kill 10 animal type in 5 minutes)
A neophte xxx’s greater training tome(kill 20 animal type in 5 minutes)

An accomplished xxx’s lesser training tome(kill 5 bixie type in 5 minutes)
An accomplished xxx’s standard training tome(kill 10 bixie type in 5 minutes)
An accomplished xxx’s greater training tome(kill 20 bixie type in 5 minutes)

An experienced xxx’s lesser training tome(kill 5 lizardmen type in 5 minutes)
An experienced xxx’s standard training tome(kill 10 lizardmen type in 5 minutes)
An experienced xxx’s greater training tome(kill 20 lizardmen type in 5 minutes)

An master xxx’s lesser training tome(kill 5 Thought Feeders type in 5 minutes)
An master xxx’s standard training tome(kill 10 Thought Feeders type in 5 minutes)
An master xxx’s greater training tome(kill 20 Thought Feeders type in 5 minutes)

Neophyte and apprentice books sell for 10 sp.
Initiate books sell for 20 sp.
Accomplished books sell for 30 sp.

Where do I find these rainbow effects?

Rainbow effects seem to appear only in certain zones and generally in the same areas. It is theorized that the spawn locations are on the same table as resource nodes. They spawn and remain in place for a certain time frame then disappear. You can get as many as 7 scrying attempts from one rainbow effect before receiving the message that this location is not active. Each person can get the same number of attempts, the effect does not diminish or despawn when someone scrys it. Some of the confirmed locations for rainbow effects are:

Enchanted Lands:

Fairy island
Halfling lookout post
Goblin Ward Statue (The big head)
In the farm fields near Foomby
On hill overlooking Chompers pond

Thundering Steppes:

Entrance to Ruins of Varsoon
Sabertooth Den
Graveyard just south of Sabertooth Den
Crater Pond (near Goliaths, verify name please)
Gnoll Cave (zone to Antonica)
Grave Pool near Cove of Decay
South Bandit camp
Qeynos Tower 3

Nektulous Forest:

Citadel of Gul’Thex
Funeral Pyre
Bone Lake
Blackwater Pond
Behemoth Pond
Near Fireguard
Camp Leeot

Zek, the Orcish Wastes

Spirit Lake
The Pit mine
Right next to the Grenn Hood Trap Master
Top of Deathfist Lookout (Titan’s Tower)
Near Druid Rings
Around the Orc Camp where Tusk is
In the nook containing the shattered mage spires

Everfrost

Island just to the left of the bell

Feerrott

Near Murdunk Falls

Rivervale

In the scarecrow area

Who wrote this FAQ?

Lildoc from the official forums has kindly allowed us to use his FAQ.

The original thread can be found here.

Combat

Is EQII PvE or PvP?

Just as the original EverQuest was geared towards PvE (player vs. environment), EverQuest II has a similar focus. PvP combat is not currently available, nor is there any news on when it will be.

How do I determine the difficulty of an opponent I’m going to fight?

Simply moving the mouse pointer over an NPC tells you its level relative to you by changing the cursor color to one of the traditional EQ con colors (green, light blue, blue, white, yellow, or red). Mousing over also shows the NPC’s name, which indicates whether it’s aggressive toward you (white names are non-aggro, red names will attack you).

What are con colors?

Con is short for “consider.” The colors are as follows:

Gray – This creature is far too easy for you, and you will not gain any experince for killing it.
Green – The creature is quite a bit lower in level than your character. You should take it easily, but you will only gain minimal experince.
Dark blue – The creature is lower in level than your character.
White – The creature is the same level as your character.
Yellow (looks like it would wipe the floor with you) – The creature is higher in level than your character.
Red (what do you want your tombstone to say?) – The creature is several to many levels higher than your character.

Do NPCs behave any differently than they did in EQ?

EQII introduces significant changes concerning encounters and NPC behavior. Most encounters are designed so that groups of players will fight multiple opponents at once. The goal behind this change is to provide a new set of challenges, giving players the opportunity to master new strategies. Clicking on an NPC will show whether it is part of a group by highlighting the names of other nearby NPCs that are part of the encounter.

Can we form a wall of tanks to protect our healers and mages?

Unfortunately anytime you give players the ability to physically stand in a mob’s way, you open the door to all kinds of exploits. You could aggro a mob in a room, have tanks block the doorway, and let casters stand back and nuke without fear of retribution. This is one of those situations where gameplay has to supercede realism.

How do locked encounters work?

When a player or group performs an aggressive action against an opponent, the encounter is instantly locked. This means that no other players or groups may interfere with the encounter. The locking mechanism is automatic, so players will not have to actively lock the encounter themselves.

Once locked combat begins, any movement buffs that the group may be using will automatically drop. If the player or group decides the encounter is not winnable, the encounter may be unlocked with a press of the “yell” key. At this point other players will be able to attack the opponent. Once unlocked, however, the loot and experience provided by the mob are negated.

What happens to an encounter once it is unlocked?

The NPC doesn’t care that you have unlocked the encounter. It will continue to attack you until one of you defeats the other, or until you escape to safety. If someone is fighting an NPC and that player yells for help, the encounter is unlocked. As soon as you unlock the encounter, whatever detrimental spells you cast on the opponent will be removed. Anyone who kills that NPC will get no experience or loot for doing so. If it isn’t killed, the NPC will remain in this state until its hate list is cleared, at which point it will regenerate to full health in very little time.

Will other NPCs still be able to “add” into our locked combat encounter?

Locking only affects other players, not NPC’s; you must still be mindful of preventing other opponents from entering the fray. Managing adds remains a crucial element of strategy. However, added NPC’s will not be locked until attacked, so that players around you can help aleviate the situation.

Who will be able to unlock an encounter?

The group leader will be able to set unlocking rights.

Is there is a way for someone to tell that the NPC is locked besides trying to attack it?

When you click on the NPC, you’ll see an icon next to its name that tells you whether it is open or locked.

Will the locked encounter system prevent kill stealing and power leveling?

The locked encounter system was designed to make combat more strategic, but it has the side effect of minimizing old methods of power-leveling and kill-stealing.

Doesn’t the locked encounter system prevent kiting as well?

At the core of the EQII combat system is a significant principle: If you can damage a mob, that mob can damage you. Kiting as you knew it in EverQuest will not be a viable tactic in EQII.

Will I be able to heal players who are in a locked encounter?

No. Players may unlock an encounter and receive heals any time they wish, but they will forfeit the loot and experience given by that encounter. Requiring those in danger to call for help may not be ideal in the eyes of all players, but it does increase the overall integrity of the game and makes combat more strategic.

What about buffs? Can I buff a friend who isn’t grouped with me?

Many buffs will have a short duration and be group-based. EQII is about choices. If you want certain buffs, you have to group with the class that provides them. But you can be just as effective going without those buffs if you group another class that provides a different kind of benefit. EQII will have plenty of other choices that will let you be every bit as effective with one set of buffs as another.

There will also be a wide variety of beneficial buffs that are not group-based. Spells that enhance your non-combat movement rate (like Spirit of Wolf in EQ), for example, may be cast on people outside your group.

Will I be able to solo whenever I want to?

Yes. EQII is designed for players to enjoy themselves regardless of their preferred play style or how many hours a day they can log in. The game has significant amounts of content designed for all classes to be able to solo, including quests, jobs assigned by NPCs, and areas where opponents can be fought solo rather than in a group.

What are these “combat arts” that melee characters will receive?

Melee classes have special abilities called arts. These powerful attacks provide each class with unique combat techniques. To achieve maximum effectiveness, players must choose which combat arts to use, just as casters have to decide which spells work best in a given situation. Those choices will vary depending on the encounter and what classes the adventurer is grouped with. It will definitely be to your advantage to understand the abilities of others, as some arts work best in combination with those of another class. Arts will use a power pool which will regen very slowly in battle.

Will the new combat system be accompanied by exciting visuals?

Oh yes. EQII’s goal is a system that is both tactically challenging and visually exciting. There are visible weapon arcs as you swing, flashes and sounds as your weapons impact the target, a wide variety of motion-captured animations that vary based on your level and weapon skill, and more.

Will ranged combat be viable in EQII?

Ranged attacks such as archery will be a more specialized form of combat. Certain classes (especially those on the scout tree) will have access to powerful ranged combat arts that allow for large amounts of situational damage. Such attacks won’t be unlimited, however; ranged combat costs significant amounts of power to maintain, and power is a precious resource for melee classes.

Can I kill guards?

No. Any NPC inside of a town that is killable will most likely be a quest mob, and will be something you quest for, not gain experience for.

Will monsters fight the nearest player, or the player that caused the most damage?

During a battle, the NPCs are always keeping track of what we call “hate”. Hate can be generated by attacking the NPC, healing a party member, debuffing the NPC, or doing generally offensive actions towards the NPC. When deciding who to attack, the NPC typically goes after the group member who has the most “hate”.

What is a Heroic Opportunity?

Heroic Opportunities are 8 given cycles which can be triggered using certain spells or combat arts at set times. The interface tells you what to do, via a “combat wheel” which appears when a HO is being worked towards. Adding a scout to your group adds another set of 8 HO’s, to make a total of 16 possibilities.

When a wheel is completed something special happens, a spell auto casts for group heals, damage spells, buffs and other incredibly beneficial things. HO’s will be available for solo players.

How many HO’s can a group have running at once?

Groups can have 2 HO’s going at any given time. The fighter can do his solo HO’s which will not be as powerful, while the rest of the group concentrates on another. Or everyone can work on the same one! There are also HO’s that require one of each arch-type to complete.

How are Heroic Opportunities triggered?

When a skill is chosen that may open up the combat wheel, an icon with a corrosponding skill will flash for groupmates. When a groupmate uses a similar skill line, the combat wheel will open, and when completed, will trigger a HO.

Are Heroic Opportunities available for solo content?

Yes. Although the rewards for HO’s are scaleable for solo content, they can be activated and completed by groups ranging from 1 to 6.

Game Play and Mechanics

Is there a magic system in EQII?

Yes, there is. Melee combat, as well as magic combat are viable options. The magic system also encompasses healing and support.

What is the system based on?

The Magic system is based on several player character strengths. They are:

Power, which is analogous to mana in EverQuest. Power is tied to different statistics for each class; the power of mages is based on intelligence whereas for priests it is based on wisdom. Mage professions receive lines of spells that help restore power faster, both in the form of regenerative buffs and instant replenishment.
Concentration. Certain spells that are persistent over a given duration have a concentration requirement. Casters have five points of concentration available; that number cannot be increased by gear or other means. Unlike power, concentration doesn’t regenerate, nor can it be replenished via spells. You only regain concentration when a spell that consumes it is released or expires.
Spell Foci. While not a resource per se, Foci are enchantments that can be adorned onto a variety of items, but they do not actually enhance spellcasting like focus effects in EverQuest (i.e. decreased casting time, increased damage, or increased range). Instead, a type of foci exists for each casting skill. A caster needs items adorned with the proper foci to use those skills to their full potential. There is a limit that the lack of proper foci can adversely affect a character, because the magic user can still cast spells at a baseline level of effectiveness. The primary goal of this system is to encourage the same desire for gear upgrades in casters that has long existed in non-casters. For example, say a 30th-level wizard has a Disruption rating of 150, but only has a Disruption foci of 120 equipped. His Disruption skill would be capped at 120, regardless of its actual rating above that because his foci is inferior to his rating.

What are the skills that impact Magic?

There are six skills that impact how the caster functions:

Focus – Offsets the chance of interruption when casting a spell
Spell Avoidance – Determines how well you avoid magical attacks
Ministration – Affects heal and cure spells
Ordination – Affects buffs and debuffs
Disruption – Affects magical damage spells
Subjugation – Affects pets and control spells
The first two skills are given to characters of all archetypes. The other four represent the schools of magic; every spell draws upon one of these four skills according to its classification.

So different spells use different skills?

That is correct. Each spell comes from a specific spell list and is associated with a specific school of magic. Character level and skill level work together to determine when the caster learns new spells and how potent those spells are if they actually succeed in affecting the target.

How do I learn new spells?

As casters progress in level and their spellcasting skills increase, new spells and abilities are gained several different ways. For spells directly related to the caster’s archetypal role, the basic version of these spells will be gained automatically. Players can often obtain upgrades to these spells with the help of artisans or as adventure loot. For secondary spells not related to the character’s core abilities, the caster may be required to manually obtain even the basic versions of the spells.

Can I learn any spells that are available in the game?

No. Casting professions (priests, mages, crusaders, and bards) are differentiated primarily by what kinds of spells and abilities they gain. At each branch of a profession path (archetype, class, and subclass), a casting profession gains an amount of spells via spell lists. Priests and mages gain spell lists at archetype, class, and subclass branches; crusaders and bards gain spell lists at class and subclass.

So each profession path gets different spells?

That is correct. Although some spells may be shared, each spell list is specific at each step in your character’s progression.

Can you tell me more about the different levels?

Archtype Level
At the archetype level, spell lists focus on fulfilling the primary roles of the archetype. They will only continue untill level 10, when a class level is chosen.

Class Level
At the class level, spell lists are tailored to each class’ unique method of filling their role in the party. For example, clerics receive powerful instant healing (not instant cast time, instant resolution), druids receive powerful over-time healing (or “regens”, if you prefer the term), and shamans receive powerful wards (protective spells that prevent an amount of damage; any protection remaining when the spell expires is applied as an instant heal).

Subclass Level
At the subclass level, spell lists are designed to markedly differentiate each subclass of a given archetype. Most subclasses receive functionality not generally given to other subclasses of their archetype. For example, paladins, dirges, and necromancers receive single-target, non-combat resurrections. This ability is a marked departure from their archetype role.

Will my magic look better as I improve?

This has not yet been proven, since not many players are high enough to back this up with support. It is assumed that as your spells become more powerful, they look cooler as well.

What resistances must I worry about?

There are currently 7 in game. Cold, Disease, Divine, Heat, Magic, Mental, Poison.

Cities, Guilds and the Various Factions

Where does my character begin the game in EverQuest II?

Players start in a tutorial that takes them to the Island of Refuge, a place where they learn the basics of the game. But soon players will find themselves on their way to one of two cities: Qeynos or Freeport. These are the only towns known to have survived the tremendous cataclysms that have devastated the world.

There are only two cities? Won’t players feel cramped?

Qeynos and Freeport aren’t the same places they were in EverQuest. The two starting cities are truly epic in size; each is made up of about 17 zones.

EQII’s intent is to make these two cities have meaning and relevance at all levels, not just when you’re a newbie. Qeynos and Freeport are the centers of commerce and traffic, places you will want to revisit at all stages of the game. The cities are both epic in scale and rich in content.

Won’t the fact that there are only two cities take away from the uniqueness of each race? And won’t the newbie yards be overflowing with players trying to kill snakes and rats?

The zones that make up both Qeynos and Freeport include not only the city proper but also uniquely defined racial neighborhoods and multiple adventure areas. Zones are kept to a reasonable size to prevent overcrowding. Each neighborhood has the basic facilities you’ll need (banks, shops, etc.) so that players are spread out instead of being crammed into one small part of town.

Each metropolis is like a whole bunch of small cities and newbie yards all connected together. Races still have diversity in their starting locations, but it is easier for players of different races to meet up and adventure together.

There will also be parallel instances of some zones running concurrently. If you do not find your friend in the zone you are in, simply find out which instance they are in, go back to the dock or other travel area and select the correct instance

What is the major difference between Qeynos and Freeport, aside from their names?

The distinction is one of good versus evil. Qeynos, ruled by the wise Antonia Bayle, is a city of courage and honor. Freeport, controlled by the ruthless Overlord Lucan D’Lere, is a town of oppression and corruption.

Can I pick my city, or do my race and class limit which city I can belong to?

Your race determines which city will initially accept you. Frogloks, halflings, dwarves, high elves, and wood elves are good races that will be heading to Qeynos. Iksar, trolls, ogres, ratonga, and dark elves are evil races that will be taking up residence in Freeport. These races will have the chance to switch sides before they pick a subclass, but until then their fortune lies with the only city that will accept them.

Kerra, barbarians, Erudites, gnomes, half elves, and humans can choose which city to call home. They too will have a single chance to switch sides before declaring a subclass.

Some subclasses will only be trained in Qeynos, some only in Freeport, and some will be in both cities. The general goal is to have about a third being exclusive to each city with a third of them being available in both.

So I will be able to switch my citizenship between Qeynos to Freeport whenever I want?

You will be able to switch citizenship once (and only once) prior to the selection of your subclass. The change is not a trivial one; it is intended to be a challenging path. Here’s an example of how it works:

Say you make a troll named Buhlia, and she decides to become a fighter. Trolls are an evil race, so they are only accepted by Freeport. Buhlia remains a citizen of Freeport as she gains levels, and eventually becomes a crusader. But as she matures, Buhlia realizes that she actually supports the principles of Qeynos more than those of Freeport and wishes to become a force for good. Before choosing her subclass, Buhlia can renounce her citizenship and work to become accepted in Qeynos.

This will not be a trivial task. Buhlia is going to walk a challenging road, because the citizens of Qeynos won’t be quick to trust a former enemy. Furthermore, the people of Freeport will look upon the poor troll as a traitor. But if she completes a series of quests and proves her worth, Buhlia can earn citizenship in Qeynos and be trained as a paladin.

Is there any way to be accepted by both cities? For instance, can I do some quests and build up favor with the enemy city?

No. You will either be welcome in Freeport or Qeynos, never both. The only way you’ll gain favor with the opposing city is if you betray your current citizenship prior to your subclass choice and then pass through a series of challenging quests related to that process.

As you advance through the game, you will do things that gain and lose favor with various organizations and individuals in the world. But it is not a matter of “I must gain X amount of Faction Y so that I can be welcome in Zone Z.” If you are a citizen of Qeynos, there is no quantity of orcs you can kill in the Commonlands that will make you welcome in Freeport. Faction is not a mathematical equation, but rather a series of relationships between individuals and organizations. It is built not only on what you do, but also the social structures to which you ally yourself.

What is faction anyway?

Faction is basically favor. Each city has several groups or organizations. Your characters actions and the choices you make will gain or lose favor with thes organizations.

Will I be able to form groups and guilds with citizens of the opposing city? Will doing so hurt my standing in my home city?

You can group with whomever you want for as long as you want. There is no penalty or loss of standing for doing so.

You can be guilded alongside citizens of the opposing city, but there will be some challenges. Player guilds pledge support to a certain faction within their home city. A citizen of Freeport cannot be allied with a faction in Qeynos. However, if a citizen of Freeport belongs to a guild registered in Qeynos, contributions made by that player to his guild will be going toward the benefit of the good city. In essence, the Freeport person is indirectly helping Qeynos become dominant. But regardless of how much that Freeport person benefits his guild, he will not gain favor with the NPCs in Qeynos, nor will he be able to walk the streets of that city.

Will there be cities built by players? Or can I become ruler of Freeport or Qeynos?

Allowing players to build wherever they wish is not something currently implemented. While players can rise to prominence in Qeynos and Freeport, both cities are home to established leaders who are unlikely to give up their positions.

What happened to all of the other cities that EverQuest fans are familiar with?

Exploring the world and discovering what has survived the cataclysms is one of the central themes of EverQuest II. As you adventure in the Shattered Lands, you will learn the fate of some of your favorite locations from the past. Expect many surprises as the story unfolds.

Character Creation and Progression

What options do we have at character creation?

When you create your character in EQII you choose your race, customize your features, and select a name.

What features are we able to customize?

At creation players are able to customize the character’s body and face as well as the size and shape of the nose, ears, eyebrows, cheekbones, chin, and more, plus select from a multitude of hair styles and skin tones. Males can select from a wide array of beards, and there are many racially specific customizations as well. For instance, gnomes and ratonga can wear a variety of glasses with custom-tinted lenses.

Further customization can be attained through the equipping of specialized weapons, armor and items.

Am I able to alter my character’s height and weight?

You are able to adjust your character’s height within a limited range. In order to maintain the integrity and distinction of each race, giant gnomes or miniature ogres will not be allowed.

Are there clothing options beyond armor?

There are a variety of casual clothing that can be worn for fun or roleplay purposes. With new graphics and game engines, EQII does not have the same limitation EverQuest did in terms of the number of armor/clothing appearances that can exist in the world.

Can I transfer my characters that I created in the original EQ to EQII?

No, existing EverQuest characters will not be transferred to EQII. EQII is a completely new game with an advancement system quite different from the original EverQuest.

Can I have multiple characters on one server?

Yes! 4 characters per account will be allowed.

How many levels are there?

Currently there 50 levels of advancement available. 50 in combat, and 50 in artisan, both of which are leveled differently. However, levels aren’t tied to experience alone, so every character will have to undertake certain quests to advance in the game.

The Desert of Flames expansion, due out in September will raise the upper level limit to 60.

Are last names allowed?

At creation you are only allowed a first name. Level 20 brings the /lastname command which can be used to give your character a bit more depth.

Note that once given, a last name can not be deleted or modified in any way.

EverQuestII General

What is EverQuest® II (EQII)?

EverQuest® II is the sequel to EverQuest, a online massively multiplayer, role-playing game (MMORPG). It continues the ongoing history of Norrath and its inhabitants. EQII has introduced a number of features that have never been utilized in massively multiplayer games.

What is a massively multiplayer online game (MMOG)?

A massively multiplayer online game is a video game where a player connects through the Internet to a persistent virtual world, joining with hundreds of thousands of other gamers in a shared experience. While many modern computer games support multiplayer gaming, very few are designed to support the thousands of simultaneous players found within the worlds of Sony Online Entertainment (SOE). Instead of starting a game on a local network and inviting a few friends to play, EverQuest II uses the Internet to connect to SOE world servers, allowing an almost unlimited number of players to join from all across the globe.

Why is it a role-playing game?

This is because EverQuest and EverQuestII is based on high fantasy. Each player will be able to play a role in the world of Norrath which is rich with lore and history.

What sort of environments will I see in EQII?

The EverQuest II environments vary greatly, ranging from lush forests teeming with flora and fauna to barren desert wastelands. While players will recognize certain names and locations from EverQuest, many of them have undergone startling changes in the last 500 years.

Are there cities and dungeons?

Yes, there are cities and dungeons as well as ruined cities, encampments, and alternate planes.

Is there music and sound?

Yes, in fact EQ2 music is very cinematic. The composer is Laura Karpman and you can hear the opening theme by going to this Stratics interview.

Ambient and environmental sounds play a large part of the feel of the game, such as the roar of a waterfall getting louder as you approach, the barking of a hyena that is timed with the animation, the thump and shaking of a dungeon as a large dragon walks overheard.

There are also NPC voiceovers. So that they actually speak to you when you approach them.

Will a monthly fee be required to play?

Yes, the current monthly fee is $14.99.

Will new content be added to the game? Or is this a static world?

Yes, new content is continually added to the game. A dedicated team of quest and content designers are working to make sure quests and new material are constantly being added to the world.