12 Games of Christmas: 9 EverQuest II Expansions

From Desert of Ro to the Ethernere, EverQuest II keeps expanding.

Sequels are hard: everyone brings expectations to a sequel to a best-loved game. Even more ambitious is a sequel that was designed from the start to forge its own ground. Set 500 years in the future from the original EverQuest, EverQuest II has managed to embrace the lore, creatures and nostalgia of Norrath-that-was while moving down its own path and maintaining a separate identity from its predecessor.

Desert of Flames

In Desert of Flames we rediscovered the Desert of Ro. At this time good and evil factions were still held separate, and the Sinking Sands became the meeting place for people crossing faction lines for business or pleasure. The contested city of Maj'Dul gave faction meaning and djinn, orcs, and undead vied for our attention while we herded beetles. The level cap was raised to 60.

Kingdom of Sky

In Kingdom of Sky we took to the air, literally, as we ventured into the Overrealm. Here we rediscovered the Awakened, dragonkin with a fierce history. The Aviak race has been here all along, and we discover the hat-bearing Hooluk. The Gnomes have crashed a ship here (should we be surprised?). Transportation via Spires is introduced, and the level cap is raised to 70.

Echoes of Faydwer

We rediscovered a huge part of Norrathian history when Echoes of Faydwer brought us back to the continent of Faydark. EQ fans rejoiced at the rediscovery of Butcherblock, the dungeon formerly known as Ak'Anon, and the Estate of Unrest. The Gods returned to Norrath and we could both worship them to our benefit or kill their avatars. From unicorns to werewolves, clockworks to vampires, Echoes reminded us of our legacy. We also got new yet familiar starting cities: Neriak and Kelethin.

Rise of Kunark

Another expansion full of EverQuest lore, Kunark raised our level caps to 80. Besides a new playable race (the Sarnak) with their own starting city, we started seeing the introduction of new features that took advantage of improvements in technology. These features included larger zones with “smooth zoning” between areas and dynamic combat music. Complicated Epic Weapons quests for all 24 classes were introduced along with new deities and mounts.

The Shadow Odyssey

While the Shadow Odyssey only gave us one overland zone, new mechanics were introduced which allowed for scaling dungeon zones. Dungeon rewards here fully embraced the idea of token loot, eliminating a lot of complaining about mis-matched loot. Adventurers and tradeskillers could now both do missions which would get them tokens for desirable rewards. A whole bucket of Heritage Quests were added for additional fun.

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Root Thread
Fave ex-pack
# Jan 03 2013 at 4:33 AM Rating: Decent
12 posts
The final expansion that my old computer could handle for the original game was the Velious one, so getting to revisit that one brought back a lot of fond memories. I love the leaping, gliding and flying mounts. The shawl is among my favorite heritage items. Destiny of Velious SHOULD be my favorite. And yet...

I have to pick Echoes of Faydwer. My first toon in the first game was a high elf, and though i rarely got to return home, Felwithe was always one of my favorite places. Kelethin is my current favorite place to start a new toon. Butchersblock has a good variety of enemies to kill while not feeling just thrown together. The Gnomeland Security Outpost in Steamfont is a fun little hideaway, and revisiting the overrun Klak Anon and Kaladim is nice. Lesser Feydark is a great zone that i rarely ever see other people in, and not being over-run is a plus. Loping Plains has a nice haunted feel to it. But the real key for me? Mistmoore was probly my favorite dungeon back in the day, and coming back so many years later is still nice. So... its EoF for me... its just gotta be.

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