Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

All the things that are going to make this game what it is

noobletnooblet Member Posts: 2,274
Heres a very long list of all the things  about EQ2 and why i personally think it will be so succesful and what will make it one of the best mmorpgs in history image

This will also help show some of the people who are debating wether to get the game and want to know whats so great about it.

 EQ II has revolutionized the way that the NPCs interact with the world. They will seem less of a “computer” and more a PC. From what I’ve read, the makers of EQ II want the NPCs to be more then quest givers and merchants. They’re built to be aware of the world around them, and actually talk about it to each other.

Gone are the days of hailing an NPC in hopes for a quest. In EQII, the npcs will just give you quests, and it is your choice whether to continue with the conversation or tell off the NPC. Just remember, the NPCs will now remember!

When walking into a bar, no longer will you find a stiff merchant behind the counter. Instead, you may find a few npcs mulling over a mug of ale talking about how one of the guards in the city had just gotten hurt.


 
     You will not pick a class upon character creation. However, at level 6, you will be able to pick a base Archetype from the following options: Fighter, Mage, Priest, Scout. The new branching class structure allows your character to become better experienced in the tasks you find yourself participating in regularly, and less experienced in those you rarely act upon. However, depending on which race you've chosen at the beginning of your travels, different attributes will be available for your best interests, but you do not have to follow the suggested skills if that's what your heart desires. There will be 48 total class combinations available via the new branching class structure. Further, there is another feature that is unique to EverQuest II and that is the path of the Artisan. Any Archetype may become and Artisan but there are disadvantages to taking your time at your Artisan skills. The time you spend raising your level as an Artisan is an equal amount of time that you could be spending leveling your character in your chosen Archetype.

Below is the list of classes you can choose. Click on an option below to learn more about the classes:
*MAGE*` Sorcerer~ Wizard~ Warlock` Enchanter~ Illusionist~ Coercer` Sommoner~ Conjuror~ Necromancer
*PRIEST*` Cleric~ Inquisitor~ Templar` Druid~ Fury~ Warden` Shaman~ Defiler~ Mystic
*SCOUT*` Predator~ Ranger~ Assassin` Bard~ Dirge~ Troubador` Rogue~ Brigand~ Swashbuckler
*FIGHTER*

` Warrior

~ Guardian
~ Berserker

` Crusader

~ Paladin
~ Shadowknight

` Brawler

~ Monk
~ Bruiser





The Massive World of Norrath

     EverQuest II is an online universe parallel to the hugely successful game phenomenon EverQuest(aka EQ Live). But much has changed. Luclin, the moon, has been shattered and much of it has come cascading down upon the world of Norrath, destroying cities, resources, and killing much of what lives and breathes on this world. The people of Norrath that live are few and far between, but have gathered together as refuges in the two largest cities still standing, Qeynos and Freeport.

Freeport has now become the central for the corrupt and is currently being ruled by the "eternal overlord", Lucan D'Lere. With the help of his Knights, D'Lere watches over the city and manipulates its ruling factions to extend Freeport's influence and domain.

Qeynos reaches with open arms to those willing to work toward the betterment of society and the cleansing of the evil from the Shattered Lands of Norrath. Standing as a beacon of strength and nobility, good beings from across Norrath have sought shelter under the guidance of Antonia Bayle.

As far as the land goes, we know of some of the zones, but much of it is supposed to be new content and the information is to be released at a later date. The current known zones are:

* Befallen
* Bixie Beehives
* Busheldown
* Castle of Marr
* Castle Nektropos
* Commonlands
* Deathfist
* Draftling Tower
* Erudin
* Fallen Gate
* Feerrott
* Freeport
* Grand Plateau
* Nektolus Forest
* Qeynos
* Stormhold
* Temple of Cazic Thule
* Varsoon
* Visk
* Wailing Caves



 In Everquest II, skills are divided into 3 main skills areas:

Knowledge - is concerning how well you can identify weapons & armor and/or various items your character can collect.

Technique - defines how well you use a weapon or item and how you do so.

Arts - Specifics such as crafting, tracking, forging, kicking etc.

The skills above are divided into Sub-Categories. These subcategories pertain to your class and level. You will inherit some pre-set skills, but you will still have many choices to make. You will gain discretionary points to add to your skills as you gain level that can be distributed as you see fit. So every character will be unique in its very own way.


In the launch of EQ2, a housing system will be put in place for you. When they create this, you will have many choices, from a something small and sleek to huge and grand. You will also be able to decorate your dwelling to your personal likings. This will facilitate a way for you to create a place for you to do your own crafting at home, if that is what you’d like.

It is predicted that the most common housing will be an Inn with more of a room then a house! Good place for storage in game I would think.

Housing Types

Guildhall - You da man if you own one of these! The name is pretty self explanatory.
Plot House - a little bit bigger then an Inn. Ok for more then one person if you have some friends.
Inn Housing - Very small. Ok for 1 occupant and good for storage in game.


Many of you who are familiar with EQ Live, know of the *sigh* that is specially reserved for when your character would die. With it might accompany clenched fists, curses, and later, the teeth clenching run back to get to your corpse… and hopefully some beast doesn’t take it upon himself to attack and render your already naked body into yet another corpse.

EverQuest 2 is different. There are several new modifiers that come into play. Most important is a resource that your character has, called "Spirit".

Spirit measures your character’s actions in Norrath, and is one of the modifiers that help you gain levels. Also, spirit builds as players gain experience and as they move on to bigger challenges.

When a character dies, the player has a few options. Either the player waits for a resurrection spell, or "releases the corpse" and reappears at the last place they’d bound their soul.

They have not gone in depth on what "waiting" means, but from what I can guess, you’ll just hover and view what’s going on around your corpse, much like a ghost.

When you "release" your corpse, you will reappear at an explorer camp. Unlike EQ Live, you will not be bare of all things, you will actually have your armor on you. But not in the same condition it was in. Your armor will be damaged, however you can take it to a local artisan to help remedy that problem.

When dying, you will not loose the hard-earned level that you may have just gained, but you will loose spirit, which makes gaining that next level take longer. If you’re nearby, you can take the time to run back to your corpse and collect the "spirit" that you’d left behind. To achieve maximum spirit, a player cannot leave spirit shards uncollected.

When playing a game traveling a road more then once a day can get old! But in EQ2 that may no longer be required now you find many more alternate means of teleportation all threw the land of Norrath the Spires have been upgraded magically. You will no longer need the assistance of another character to travel by way of teleportation. You will be able to step up to a spire and be transported to any other spire you have found in the past. So you still need your backpack and hiking boots to explore new territory.

We also look forward to Spell Base Teleportation for a quicker more direct escape. If the horses and other means of transportation are not implemented in the first launch of the game they will be implemented soon there after.

.

 


image

EQ2 Qeynos Guild-
http://eq2imperium.proboards15.com/index.cgi

Comments

  • noobletnooblet Member Posts: 2,274




     As always, the creators of EQ2 intend to keep the players busy living out their lives of exploring the vast lands and the tantalizing quests.

    From the moment you enter Norrath, you should be expecting quests to jump out at you. No longer will you have to seek a quest. The quest will find you although you may not be looking for one "Expect the Unexpected"!

    Also, the quest system has been completely redone for the betterment of the game and for the ease of the players. No longer will you be required to type sentences or key phrases to trigger a quest from an npc! Come to think of it, you will not be required to type at all for a quest. You will receive options from the npc and you will have to choose what and how you want to respond from a multiple choice list.

      The magic system for EverQuest II is a well rounded system that was thought out with just as much care and attention as every other aspect that we've seen released for the game.

    There are 6 skills that impact how a caster functions. The first 2 listed are given to characters of all types:

    Focus - Offsets the chance of interuption
    Spell Avoidance - Determines how well you avoid a magic attack.

    The last 4 represent the different schools of magic. Every spell draws upon one of the 4 skills according to its classification.

    Ministration - Affects heal and curespells
    Ordination - Affects buffs and debuffs
    Disruption - Affects magical damage spells
    Subjugation - Affects pets and other control-type spells

    Below is an easy navigation displaying the spells we currently know will be in the game.

    Click an Archetype, Class or Subclass to view a sample of spells for each group.





    Mage
    Priest
    Fighter
    Scout



    Guilds and Families FAQ



    How do you form a guild in EverQuest II?

    The first step in creating a guild is registering its name with your home city. The name must be approved before the guild becomes active. Though not yet set in stone, the minimum membership requirement for a guild will probably be six. There will be a cost associated with guild upkeep, but we don't intend for fees to be punitive or unmanageable. We want to encourage players to participate in guilds.

    Our goal is for guilds to play a tangible role in society rather than being just a random collection of player names. Guilds will rise in prestige and standing based on what its members do, much like players themselves level and grow. NPCs will react to that progression; city guards may salute when members of a prestigious guild walk by. The guild you belong to should matter just as much as any other aspect of your character; perhaps even more, since the relationships you form within a guild are so direct and so real.


    How is guild prestige determined?

    Guilds function much like they do in EverQuest, but with an additional political element. When a player founds a guild, it will be registered in whichever city he or she is a citizen. Essentially, each guild will be competing against other guilds to raise its prominence within its home town. The guilds that achieve the highest standings will receive tangible benefits for as long as they continue to maintain their standing.


    Do those benefits include guild housing?

    Player housing is something you buy or rent in cities. Freestanding houses are a finite resource, and there will be a lot of prestige for the guilds that own them. Of course, the cost and upkeep will be considerable. Guilds that achieve the highest standing in their city will receive access to prestige housing that other guilds will not.

    Apartment-like housing will be much more affordable. Some of these facilities can be quite large, too. Both guilds and individual players will have access to plenty of housing options.


    Can players from Qeynos join a Freeport based guild, and vice versa?

    Where the guild is registered will not impact who can join it. For example, a player from Freeport is free to join a guild that is based in Qeynos, but that player will essentially be contributing to the strength of the opposing city. This won't hurt how that player is perceived in Freeport, but it does mean that this player wouldn't receive all the benefits that a citizen of Qeynos would.


    How do families differ from guilds?

    Families are registered in a city, but they don't vie against each other in the political meta-game that guilds play. Members of a family enjoy the camaraderie present in a guild without the atmosphere of competition. When a player founds a family, he or she creates a unique surname that will be adopted by any player who joins it. Seeing a character with a surname will instantly tell you which family that player belongs to. Players who quit one family and join another will see their surname change accordingly.


    Can a player be a member of both a guild and a family?

    Yes, a player can be a member of both of these social structures at the same time. One person can be in a family and a guild simultaneously, because the structures don't compete against each other.








    image

    EQ2 Qeynos Guild-
    http://eq2imperium.proboards15.com/index.cgi

  • KunarickKunarick Member UncommonPosts: 348

    I have read the same thing for the current zone listings.......erudin is on odus.....which was blocked by the permanant permafrosts after the age of turmoil (i think thats the time it happened), so unless erudin was moved, it is a miss-listing.

     

    But nice list. image

    -----------------------------
    The True Oracle of all that is EverQuest!!

    -----------------------------
    "You sir, are a moron"

  • Ken`ShieroKen`Shiero Member Posts: 289

    The last couple of paragraphs at the bottom are the same you might wana check that out.

    Other than that good informationimage

    ________________________________
    I must not fear, fear is the mind killer
    fear is the little death that leads to obliteration, i must permit fear to pass over me and through me.
    ________________________________

    ________________________________
    I must not fear, fear is the mind killer.
    Fear is the little death that leads to obliteration, I must permit fear to pass over me and through me.
    ________________________________

  • noobletnooblet Member Posts: 2,274



    Originally posted by Ken`Shiero

    The last couple of paragraphs at the bottom are the same you might wana check that out.
    Other than that good informationimage

    ________________________________
    I must not fear, fear is the mind killer
    fear is the little death that leads to obliteration, i must permit fear to pass over me and through me.
    ________________________________



    All fixed now. Thanks

    image

    EQ2 Qeynos Guild-
    http://eq2imperium.proboards15.com/index.cgi

  • KunarickKunarick Member UncommonPosts: 348

    Really nice list there nooblet imageimageimageimageimageimageimage


    -----------------------------
    The True Oracle of all that is EverQuest!!

    -----------------------------
    "You sir, are a moron"

  • KunarickKunarick Member UncommonPosts: 348

    Here is one of the zone guides.  I loved this one above all the others. image

    Here, give me that quill -- and your hand -- hold still! I'm not trying to stab you, as much fun as that would be. I'm trying to draw you a map. See here, and here, go down here ... THERE! Oh, sorry, did I poke you?

    I drew you a little map of how to get to the Crypts of Betrayal underneath the city of Qeynos. I know, firsthand, because I fled there from the angry wizards (those are the worst kind of wizards, mark my words.) It has everything an Iksar refugee could want in a hiding place: it's dark, it's out of the way, and it's not crawling with the living dead.

    Well, two out of three ain't bad.


    image image

    Even the Qeynos Royal Family has garbage to bury...
    image
    Here's what the books will tell you:
    The Qeynos Catacombs are a labyrinthine network of tunnels and dark passageways. So vast is its ever-growing tunnel system that many older sections have been lost or forgotten over time. These abandoned sections have proven ideal for illicit activities over the ages. Many times the Qeynos Guard has been forced into the dark tunnels to eradicate the evil lurking within. The Crypt of Betrayal is a section of the catacombs converted for a specific purpose, and the area is all but unmentioned by the city's inhabitants due to the dark past to which it is forever linked. Here is where the ruling family buried one of their own, a traitor to Qeynos from the past called Kane Bayle. His tomb is found within, as well the resting places of other traitors to the kingdom.

    [Your Iksar host licks the bottom of her glass with an impossibly long tongue before continuing.]


    image image

    The ghosts of the dead will speak with you here.
    image
    What the books fail to mention is that the place is a torturous maze of broken stone crawling with shambling masses of faceless undead clawing their way out of every urn and crevice. Desperate to get away from my pursuers, I ran at a full sprint toward the deepest and darkest part of this dungeon. I tried to be clever: I tried to mark my way with chalk. But then there was this ... bump ... on the wall. And I turned to find the grey, mummified face of a zombie staring at me with a little white chalk mustache. Then, those hands, those dry, grasping hands --

    [Discovering her own drink is empty, the Iksar sorceress grabs your mug of ale and drinks it in one gulp, physically shaking as she does so.]

    Oh the horror. I lost my way. Deep in the dungeon -- this you can see for yourself -- I discovered statues of the traitors holding aloft eternal flames. Curious, the Qeynos royal family. We Iksar don't build crypts for our traitors. We just step on their heads and leave their bodies at the crossroads.

    Oh, how I miss my home.

    -----------------------------
    The True Oracle of all that is EverQuest!!

    -----------------------------
    "You sir, are a moron"

  • GamerasGameras Member Posts: 13

    Some questions for the houses you mentioned...

    When u leave the game(and your character) and u have a house, this chr stays in that home or it dissapears?
    Also, lets say, that u have a house and u drop some items in the floor...Can someone try to rob the house and take these items?


    Thats all

    ::::31::

  • noobletnooblet Member Posts: 2,274



    Originally posted by Gameras

    Some questions for the houses you mentioned...
    When u leave the game(and your character) and u have a house, this chr stays in that home or it dissapears?
    Also, lets say, that u have a house and u drop some items in the floor...Can someone try to rob the house and take these items?

    Thats all
    ::::31::



    I dont quite understand what you mean by your first question but to your second question No , people cannot rob items that you store in your house. Everyone starts out with a house at the beginning and i belive its the same way as final fantasy xi housing where as you enter the same door as everyone else for the else but each player basically has there own seperate ''house'' or room or whatever i think. Im not exactly sure i could be wrong about that.

    With guildhouses all players from the guild can all be inside at the same time in the same place.

    image

    EQ2 Qeynos Guild- http://eq2imperium.proboards15.com

  • dsorrentdsorrent Member CommonPosts: 1,627



    Originally posted by nooblet



    Originally posted by Gameras

    Some questions for the houses you mentioned...
    When u leave the game(and your character) and u have a house, this chr stays in that home or it dissapears?
    Also, lets say, that u have a house and u drop some items in the floor...Can someone try to rob the house and take these items?

    Thats all
    ::::31::


    I dont quite understand what you mean by your first question but to your second question No , people cannot rob items that you store in your house. Everyone starts out with a house at the beginning and i belive its the same way as final fantasy xi housing where as you enter the same door as everyone else for the else but each player basically has there own seperate ''house'' or room or whatever i think. Im not exactly sure i could be wrong about that.

    With guildhouses all players from the guild can all be inside at the same time in the same place.


    image

    EQ2 Qeynos Guild- http://eq2imperium.proboards15.com


    No need to worry about people stealing items you leave in your house, because you can't:

    "Presently, there are no plans to allow item storage other than furnishings in the house. i.e. your house is not a secure bank"

    Stratics Artcle which has the info on Player Housing.  This quote is at the bottom.
     

  • admriker444admriker444 Member Posts: 1,526

    some questions on housing...

    I take it I cant just place a deed anywhere I like ? I have to rent an apt ?

    What about Inns, can I use them for whatever purpose I like, Im picturing renting out a room for heals if thats needed. Otherwise I'd like to sell my goods from an Inn.

    Can I place an Inn anywhere I like ?

  • AzzANonymouzAzzANonymouz Member Posts: 9
    ehhh SOE must of paid you to advertise for them. Nice to know they saving money instead of advertising on television teehehee

  • DerfelCadarnDerfelCadarn Member Posts: 875
    ehhh blizzard must have paid you to troll the Everquest 2 boards. Nice to know they're saving money.

    image
    EQ2 Qeynos Guild- http://www.imperium-arcanum.com

  • dsorrentdsorrent Member CommonPosts: 1,627



    Originally posted by DerfelCadarn
    ehhh blizzard must have paid you to troll the Everquest 2 boards. Nice to know they're saving money.

    image
    EQ2 Qeynos Guild- http://www.imperium-arcanum.com



    Huh? I;m confused.. did I miss a post this is in response to?
Sign In or Register to comment.