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EverQuest II
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==Gameplay== 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 (fantasy)|race]] and type, which affects their abilities. Characters collect [[Experience point|experience]] to advance in level. ''EverQuest II'' enables social interaction with other players through grouping and the creation of [[Clan (computer gaming)|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 (role-playing games)|alignment]], but can turn traitor and move to the opposing city. There are four "[[Character class|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.
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