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Parallel online universe: EverQuest II
Parallel online universe: EverQuest II

            

Parallel online universe: EverQuest II
Description: 500 years ago a great conflict raged across Norrath between the evil Rallosian Empire and the free peoples of Norrath. Qeynos, led by the Bayle family, and Freeport, led by the Shadowknight Lucan D'Lere, joined forces with many others in a great battle to end the impending Rallosian conquest. It is unclear exactly which side took the action, but a group of mages undertook to destroy the Combine Spire network of teleport stations which the Rallosians used to quickly move troops. The destruction of the network, which was based on the moon of Luclin, caused Norrath to be cut off for many years. The Ralosian Empire placed a bomb on Norrath to explode it, but through Divine intervention, it was placed on Luclin. When it exploded, it released an enormous and, assumedly, unexpected shockwave of magical forces which resulted in the total destruction of Luclin. As tidal forces tore at Norrath and the pieces of Luclin began raining down upon Norrath, the end of civilization seemed unavoidable. The seas rose, entire continents were torn apart and taking heed of the divine warnings, the races of Norrath made a great Exodus to Qeynos and Freeport. The great cities of Norrath fell. All but two, the Cities of Qeynos and Freeport.

Today, the survivors of The Shattering are washing up on shore, and being born onto the Outpost of the Overlord, and the Queens Colony. The two Islands feed into two of the surviving great cities: Qeynos to the West, under the benign Regency of Queen Antonia Bayle, and Freeport to the East, ruled with an iron fist by the practically undead Shadowknight, Lucan D'Lere. Gathering all survivors that can be found, each city seeks to prepare for the inevitable conflict they know is coming to these Shattered Lands. Deep in the Forest of Greater Faydark, Kelethin, now run by the Fae, are welcoming anyone from Qeynos into their treetop cities, however, the only races that they will allow to have residency at birth are the Gnomes, Dwarves, High Elves, Half Elves, Fae, and Wood Elves. The cities of Qeynos and Kelethin are allies, and hope to bring about peace onto norrath, while Freeport hopes to expand the empire of the Overlord.

And, far away in the Orcish Wastes of Zek and the green fury of The Feerrott, some dream of the resurrection of the Rallosians...

Gameplay
Everquest 2 is similar to Everquest in that you can focus on killing creatures and gaining experience, but the games diverge in similarity after that. One of the biggest diferences is the Tradeskill system, which uses tradeskill buffs, that make Tradeskilling more user oriented. What you do can affect the outcome of the items.

Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ. The boldest addition is the concept of "locked encounters". Curently a group or a soloer can set an option to lock enounters. When encounters are locked, the encounter becomes locked to that player or group,which stops kill stealing. other players can not assist in the encounter unless the player who locked it used a special "/yell" command for help, after which the encounter rewarded neither loot nor experience.

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. Likewise, many 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. Some have argued that this is not kiting at all, while others have referred to it as "pseudo-kiting".

Everquest II, like the original EverQuest, has guilds. Each guild exists only on its own server. Like players, guilds can gain experience and levels, partially from players completing Heritage quests, but primarily from guild-oriented quests and tasks called "writs". 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 EQ2 focuses on PVE, Player versus Player was added in, in February 2006.

Expansions and Adventure Packs

The Bloodline Chronicles Adventure Pack March 21, 2005
The Splitpaw Saga Adventure Pack June 28, 2005
Desert of Flames Expansion September 13, 2005
Kingdom of Sky Expansion February 21, 2006
The Fallen Dynasty Adventure Pack June 14, 2006
Echoes of Faydwer Expansion November 14, 2006

With Everquest 2 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 $5.99 to $7.99.

Expansion Packs usually cost in the range of $29.99 to $39.99 and are shipped in boxes to stores, but can also be downloaded through their digital download service. Expansion Packs 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.

Alternate versions
EverQuest II: East was created for the East Asian market (China, Taiwan, South Korea, and Japan) but it was terminated as a separate edition on 29 March 2006. EQE players were moved to standard servers. The special character models created for EQE had already been included in the standard edition as a client-side option since 2005.

source: en.wikipedia.org/wiki/EverQuest_II
Keywords: game, wallpaper
Date: 03.02.2007 22:06
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Added by: Kyomaster

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