Everquest 2 Beginner Class Guide – Shaman
Posted on 2009-01-08 by sirstarNo comments
Overview
Defiler
Mystic
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Posted on 2009-01-08 by sirstarNo comments
Everquest II Guides | 378 views read more ...
Posted on 2009-01-08 by sirstarNo comments
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Posted on 2008-12-28 by adminNo comments
EQ2 Gameplay
Story
EverQuest II is set on the fictional world of Norrath five hundred years after the The Planes of Power storyline of the original EverQuest game. The gods withdrew from the world in retaliation for mortal incursions into their planes. On Norrath itself, Dark Elves and the Orcs destroyed much of Faydwer; while the Ogres, Goblins, Orcs, and Giants ravaged Antonica. Transport and communication to the moon Luclin were cut off.
The storyline says that 100 years ago, the continent of Antonica was ripped apart into smaller islands, which are now called the Shattered Lands. The oceans became impassible, preventing contact between the continents of Norrath. Fifteen years ago, the moon Luclin exploded and parts of the Shattered moon remain in the sky.
EverQuest II takes place in what is called the Age of Destiny. In this setting, Queen Antonia Bayle of Qeynos is a benevolent sorceress who welcomes all goodly races to her city to help rebuild Norrath. The Overlord of Freeport, Lucan D'Lere, a centuries-old fallen paladin, rules the evil races in his plans of conquest.
Gameplay
Within EverQuest II, each player creates a character to interact in the 3-D fictional world of Norrath. Within the game, 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.
In the creation of a character, the player may choose the character's race and class. Various classes have specialized abilities that are complementary to their class. (Monks will get mainly melee combat abilities that use their fists or fist weapons, or a Warlock will get mainly spell abilities that do large amounts of spike damage but cost a lot of mana.) EverQuest II enables social interaction with other players through grouping and through the creation of 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.
Gameplay differences between EQ2 and the original EverQuest
Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ; a major difference is the concept of "locked encounters". Currently a group or a solo player can set an option to lock encounters. When encounters are locked, only the player or group who becomes linked to that encounter is involved, which stops kill stealing. Other players cannot assist in the encounter unless the player who locked it uses a special "/yell" command for help, after which the encounter rewards neither loot nor experience.
"Trains" (encounters pursuing fleeing players to a zone line, and then attack uninvolved players), a problem in Everquest, are no longer a problem in EQ2. Encounters will not agro on (attack) uninvolved players until they first return to their original location. Encounters returning to their spawn point are also immune to attack until they return there.
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. Because certain player classes such as Rangers and Mages have limited effectiveness in close melee range, many of these 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.
Setting
EverQuest II is set in what is called the "Age of Destiny" on the world of Norrath, 500 years later than the setting of the original EverQuest. The game world has been drastically affected by several cataclysms (see Story, above) since the original EverQuest. The planes have closed, the gods temporarily left, and the moon Luclin has been destroyed (and partially rained onto the face of Norrath). Remnants from the original EQ's Norrath can be found throughout the Shattered Lands.
Players arrive in one of five tutorial areas: The Queen's Colony, The Outpost of the Overlord, The Nursery in Greater Faydark, Hate's Envy in Darklight Woods, and Timorous Deep in Kunark, and then move to one of five cities, Qeynos or Kelethin (the 'good' cities) or Freeport, Neriak, or Gorowyn (the 'evil' cities). All of the other cities in the world were destroyed, taken over (Ak'anon, Kaladim, and a few others), rendered inaccessible (Halas), or have banished all outsiders (Felwithe and Rivervale) in The Shattering. The original player cities that were present at the game's launch (Qeynos and Freeport) are divided into multiple zones, with the playable races each having their own special section (Village) of these cities. The player cities introduced into the game at later dates (Kelethin and Neriak) are smaller than the original cities, and as such each 'newer' city is completely contained within one zone. Players from Qeynos or Kelethin are not welcome in Freeport or Neriak and vice versa unless they choose to betray their city via the Betrayal Questline. Players are allowed to begin the Betrayal Questline from level 10 onwards.
The game world features wide geographical and ecological variety.
In EQ2, players can ride trained griffons on predetermined routes over the Shattered Lands, or acquire a horse, flying carpet, warg, rhino or a floating disk so that they can travel more swiftly throughout much of the game world. "Mariner's Bells" are scattered across the land allowing instant transportation across various areas of the world. With the inception of the Kingdom of Sky expansion, the Ulteran wizard spires teleport you up into Kingdom of Sky, with spires in different zones taking you to different areas of the expansion. With the Echoes of Faydwer expansion, Wardens and Furies (the Druid classes) gained the ability to teleport individuals to one of five druid rings, with two more added in the Rise of Kunark expansion. Likewise, Warlocks and Wizards (the Sorcerer classes) gained the ability to teleport themselves or their groups to one of three wizard spires.
EverQuest II also includes instanced zones—parallel copies of some zones where characters in one 'instance' of the zone cannot interact with the characters or MOBs of any other 'instance' of that zone.
Races and classes
| Races by Starting City (Alignment) | ||||
|---|---|---|---|---|
| Qeynos (Good) | Kelethin2 (Good) | Freeport (Evil) | Neriak3 (Evil) | Gorowyn4 (Evil) |
| Barbarian Dwarf Erudite Froglok1 Gnome Half Elf Halfling High Elf Human Kerra Wood Elf | Dwarf Fae2 Gnome Half Elf High Elf Wood Elf | Barbarian Dark Elf Erudite Gnome Half Elf Human Iksar Kerra Ogre Ratonga Troll | Arasai3 Dark Elf Iksar Ogre Ratonga Troll | Barbarian Erudite Gnome Half Elf Human Kerra Sarnak4 |
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| Tradeskill Class Tree | |||
|---|---|---|---|
| Archetype | Class | Subclass | Products |
| Artisan | Craftsman | Carpenter | furniture (including altars), strongboxes, and repair kits |
| Provisioner | food and drink | ||
| Woodworker | bows, arrows, throwing weapons, wooden shields, staves, totems, and musical instruments | ||
| Outfitter | Weaponsmith | metal weapons | |
| Armorsmith | chainmail and platemail armor, metal shields | ||
| Tailor | cloth and leather armor, backpacks, thrown-weapon bags, hex dolls, and with the Echoes of Faydwer expansion, cloaks. | ||
| Scholar | Alchemist | potions, poisons, and fighter skill upgrades | |
| Jeweler | jewelry and scout skill upgrades | ||
| Sage | priest and mage spell upgrades | ||
| Secondary | Tinkerer | Tinkered contraptions, such as automated parachutes, environmental suits, summonable robotic pets, mounts, and water-breathing devices. | |
| Transmuter | Breaks certain valuable equipment down into in magical components which can be used to create adornments and tinkered items. | ||
| Title | Type | Released Date |
|---|---|---|
| The Bloodline Chronicles | Adventure Pack | 21 March 2005 |
| The Splitpaw Saga | Adventure Pack | 28 June 2005 |
| Desert of Flames | Expansion | 13 September 2005 |
| Kingdom of Sky | Expansion | 21 February 2006 |
| The Fallen Dynasty | Adventure Pack | 14 June 2006 |
| Echoes of Faydwer | Expansion | 14 November 2006 |
| Rise of Kunark | Expansion | 13 November 2007 |
| The Shadow OdysseyUNIQ3ddd4c6ce7cc34b-nowiki-00000004-QINU2UNIQ3ddd4c6ce7cc34b-nowiki-00000005-QINU | Expansion | 18 November 2008 |
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