EverQuest II is a fantasy massively multiplayer online role-playing game (MMORPG). It was released on November 8 , 2004 and is a sequel to the EverQuest project, developed by Sony Online Entertainment . Changes affected the graphics and gameplay .
| EverQuest II | |
|---|---|
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| Developer | Sony Online Entertainment |
| Publisher | |
| Localizer | Akella-Online |
| Date of issue | November 8 , 2004 |
| Genre | role-playing game |
| Age ratings | ESRB : T -Teens PEGI : 12 |
| Creators | |
| Composer | |
| Technical details | |
| Platforms | Windows |
| Game mode | multiplayer |
| Carrier | Dvd download |
| Control | |
The game is translated and published in Russian by Akella-Online . She became one of the first officially translated fantasy MMORPG and attracted a lot of attention of players who prefer to communicate in Russian. It should be noted that the translation touched only the textual component of the game: the characters were not re-voiced. Since December 2011, the game has switched to the Free to Play model, becoming shareware [1] . On Wednesday, March 30, 2016, at 23:59 Moscow time, Akella completed the operation with the EverQuest II project in Russian. Accounts and characters from Russian servers were transferred to Daybreak Game Company servers. All game texts and user support is now provided in English [2] .
Content
Game Universe
The game takes place in the world of Norrath, similar to the original game, but the creators of the game moved the action for 500 years to the future. At the same time, the world of EverQuest II is viewed as a parallel reality, which allows the still popular EverQuest not to be limited to the plot of a sequel. According to EverQuest II , Norrath experienced several catastrophes that completely changed the usual layout of the continents and isolated some lands. Nevertheless, the forgotten paths are gradually restored, opening up new research zones, familiar to the players of the original EverQuest , in each game add-on.
The whole world of Norrath is bipolar and divided into two large camps. Queen Antonia Bale and the capital of light Keynos represented the forces of good; evil is personified by Lord Lucan D'Lira and Freeport, built on bones. In addition to the key cities of Keynos and Freeport, the opposing forces have several minor major outpost cities. And Norrat himself is not at all divided sharply into good and evil - there are neutral settlements and entire races and the opportunity to run across from one camp to another.
Interestingly, the EverQuest world was not originally created for PvP games, therefore, as many players point out, there is no real confrontation. On PvE- servers, evil and good are not hostile at all: players of both factions can freely communicate and conquer Norrath together. Currently in Russian EverQuest II there are two servers, PvE - Barren Sky and PvP - Harla Dar . The Nexus server, the second PvE server, and its entire population, was connected to Barren Sky 'at the end of January 2011.
Music and Sound
The music for the original version of the game and the first updates was written by American composer Laura Karpman . In the future, the musical accompaniment wrote Inon Suhr . Many NPCs in the game were professionally voiced. Some of them even had a hand in Hollywood stars. For example, Vladyka Lucan Di Lire speaks in the voice of Christopher Lee , and Queen Anthony Bale speaks in Heather Graham . Also in the game are the voices of Wil Wheaton , Dwight Schultz , Danica Makkellar , Stephen Bloom .
Gameplay
Players create characters that are their avatars in the online world. When you generate a hero in EverQuest II, you can choose from 19 different races, and the number of races increased with some game additions, and 25 different classes. Adventures in Norrath include quests that differ in type and bring in various rewards, killing monsters in search of useful items, exploring the world, communicating and interacting with other players. Implemented a system of peaceful craft professions, allowing you to create handicrafts that are much more practical things purchased from the NPC . Quests and hunting of monsters increase the combat level, while the creation of items raises the level of craft. At the moment (after the release of the Chains of Eternity add-on) the threshold value for them is level 95.
Unlike many other MMORPGs , in EverQuest II there is the possibility and necessity to purchase apartments or houses for which there is a huge amount of special furnishings. In his house, a player can open his own store , the goods in which are sold without an additional broker's extra charge . A full-fledged game in EverQuest II is impossible without creating guilds - voluntary associations of players for jointly passing challenging tests, killing particularly difficult monsters, helping newcomers and getting unique items for a fight or decorating the interior of apartments. In addition, some particularly valuable homes or vehicles may require membership in a high-level guild. The development of guilds is similar to the development of a player: as a guild, the hero adds to her a part of the experience gained.
Differences from the prequel gameplay
Races
- Barbarians — created by Mitaniel and Erollys Marr, are a race of tall, human-like creatures. This mighty race used to live in the cold north, having built its city of Halas on the icy plains of Everfrost. By human standards, their homes seem primitive, since barbarians use the most simple, untreated building materials and do not aspire to a complex architecture. They decorate the walls of their homes with battle trophies, as well as animal skins with scenes from the history and life of their people. The arrival of the barbarians in Norrath coincided with the Age of Bloodshed, when the barbarians first went to war with their neighbors. The tribes of barbarians fought with all who stood in their way, even with other barbarians, seeking to prove their strength and power. Some of the chosen barbarians, who later became the progenitors of the human race, the Marr twins were once endowed with a piece of their wisdom. Barbarians seek to hide their emotions, but at the same time they will not fail to express in person the interlocutor everything that they think about him. Their words are never at odds with deeds.
- Dark elves are one of the three oldest elven races known on Norrath. Often they are called the elven word "Teir'Dal", which translated means "elves of primordial chaos." For centuries, the dark elves, the children of Innoruuk, lived in the dark dungeons of Norrath, which did not know the sunlight. Legend has it that the Prince of Hate captured the first elven king and his queen and tortured them for three hundred years, tearing them apart and re-creating their distorted similarities again and again. Whatever they honor before, now they are driven by Hatred. Guided hatred can make a strong opponent even a weak one; having breathed it into another one, one can distort his soul and control the essence. The doctrine of necromancy, which the dark elves regard as the gift of Innaruuk to his race, lies at the heart of their society. Dark elves look down on other races, but in the past they have often used the help of trolls and ogres. When the ogres regained their former wisdom and freed themselves from the influence of Teir'Dal, they continued to search for those who would become their obedient puppet.
- Dwarves are short, stocky creatures created by Brell Serilis. They are stubborn, strong and famous for their courage, although they are not distinguished by a special mind. The dwarf can be the most loyal friend - or the most merciless enemy. In a sign of their respect for the stone, the earth and the treasures hidden in its depths, the dwarves carved their city - Kaladim - deep in the cliffs of the Butcher Mountains. The architecture of Kaladim reflects dwarves' love for work: clean, beautifully crafted stones are laid into the walls of the practical and at the same time beautiful houses of the rocky city. Dwarf weapons and armor are also famous for their quality and durability; they are often decorated with stitches and runes. Experienced by miners, dwarves mine magnificent gems from rocks. In memory of their city, dwarves often cover their faces with symbols of their homeland.
- Scholars - come from ordinary people. Deny their relationship with less intelligent relatives. In fact, the erudite - the heirs of the great magician Erud, many centuries ago, left the coast of Antonica and went to the west, to the desert lands of Odus. Here was founded the city of Erudin, a stronghold of beauty and wisdom. Its white marble towers are beautiful with not made by hands beauty, with which the works of even the best human masters cannot compare. A few years after the founding of the “city of higher people,” a group of scholars began to comprehend the art of necromancy, electing dark elves as teachers. Sects of heretic necromancers rebelled against their people, and a terrible civil war broke out on Odus. The magical forces, called upon to help the combatants, swept from the face of the earth all the participants in the war, and the crater that had arisen at the place of the decisive battle reached even the Foot. Scholars do not doubt for a second that their race is superior to all others, especially the Kerr, whom they consider to be nothing more than reasonable animals.
- The froglocks are a race of undersized amphibians living in the marshes of Norrath. The froglocks who are unconditionally loyal to Mitanie Marr are constantly at war with the trolls of the Swamp Innotula. More than four centuries ago, their deity endowed the chosen representatives of this race with high intelligence and physical strength, and soon after that the froglocks drove the trolls from their city, the Grobba. In honor of their master, the froglocks called the captured city "Gukta, Marra's outpost." Nevertheless, the froglock architecture remained at a primitive level. They care little about jewelry and prefer to surround themselves with a setting that reminds them of their native swamp. Despite their strong physique, froglocks are smart enough to achieve mastery in almost any profession, provided that it does not contradict their faith.
- Gnomes are small, thin creatures created by Brell Serilis. They more than compensate for the lack of physical development with perseverance and wisdom inherent in their race. Dwarfs are famous for their curiosity and are known for their attempts to combine magic and technology. In the past, their irrepressible curiosity often complicated their lives, but a lively mind and cunning allowed them to survive and succeed in this world despite their physical disabilities. The life of the dwarfs is replete with all sorts of mechanical things with a lot of gears and motors, rotating in all directions. Dwarfs have become famous as inventors of watches and various mechanical animals, from rats to dragons. Gnomes even create mechanical gnomes that help them in their daily affairs. Just like the close relatives of the dwarves - the dwarves - they love precious stones and metals. Dwarfs have created a unique teaching that combines magic and science. They call it mechanic and believe that it can be used to answer any question. The analytic mind of a dwarf never knows peace. The dwarf is constantly working on inventing new formulas and searching for unusual answers to simple questions, sometimes distracting oneself to inflame one of his famous tricks.
- Half - elves - having appeared between two cultures and having lost their own traditions for a long time, they were forced to exist outside of society. Now they are quite happy to live in human cities, and under the shady cover of the elven forests, calling their home and forest thicket, and interweaving the narrow streets of the city suburbs. Nevertheless, the influx of refugees into human cities again forces half-elves to change their habitual way of life. Rebellious by nature, they call themselves the elven word “Air'Dal”, which means “unsuitable”. Although dark and high elves often use it as an insult, half-elves made this word a symbol of their unique position in this world. Both the highest and dark elves despise the half-breeds, for they disgrace the purity of the elven race. Wood elves treat their distant relatives more tolerantly, but people simply are indifferent.
- Halflings are the creations of Brissbane, the King of Thieves and the lord of the World of Mischief. As you might guess, their growth does not exceed half of human; Many members of this race are endowed with rounded shapes. The cheeks of the halflings are covered with a cheerful blush. Another feature of their appearance - huge hairy feet. Halflings by nature are good-natured and friendly. They are friendly to anyone who does not express openly hostile intentions towards them. Although in most cases halflings are not plotting anything wrong, they are famous for their pranks and practical jokes. There is no greater joy for a halfling than to spend the evening with friends and neighbors by the fireplace, telling stories and tales of travel. And yet, in spite of everything, halflings are distinguished by an enviable strength of spirit and endurance, which has repeatedly rescued them in battles. River Dole is the birthplace of halflings, and they love their quiet retreat very much. They build their homes deep in the hills and love round doors and low ceilings. Strong family ties and spiritual nobility are pushing halflings to protect their families and become brave fighters. Their indestructible curiosity helps them achieve success on the path of a scout, but unfortunately they do not shine with intellectual abilities ...
- The high elves — the high elves, or Koada'Dal, are fair-skinned children of Tunare, the goddess of nature. Tall and slender high elves combine nobility and grace. The ancient walls of Felvit have become their home. Koada'Dal possess good taste and strive to surround themselves with works of art of the best representatives of their race. In addition, the high elves are extremely fond of order and discipline, but have not managed to get rid of their inherent contempt for the rest, less pure, in their opinion, races. Thus, the forest elves are in their service, and the other races are simply ignored. Hostile races, especially their sworn enemies - the dark elves - in their opinion, should disappear from the face of Norrath. High elves consider themselves to be the chosen children of Tunare, and their self-love knows no limit.
- People are diverse, inventive and adaptable. No other race has such freedom of choice of religion or path of development. Only a few compare with them in their ability to think extraordinarily, and no other race can adapt to change in such a way. People come from their northern neighbors, the barbarians, but in their evolution far surpassed them. Although they are not specifically tailored for any profession and do not have particular features, they are suitable for any role, compensating for their shortcomings with ingenuity. The heyday of the human race fell on the Epoch of Bloodshed, when the mighty united empire ruled Norrath. When the empire fell apart, most of its leaders moved their internal conflicts to the moon Luklin, but the remnants of a great empire existed for a long time in the open spaces of Norratha. More intelligent descendants of people, erudite, have long been separated from their less intelligent cousins, and thus established their own branch of evolution. Keynos and Freeport are two cultural and architectural monuments of the human race. Having survived the Cataclysm Epoch with almost no losses, the human race now occupies a dominant position.
- Iksar is a race of huge reptiles created by Kazik-Thule. They have long been the dominant civilization on the continent of Kunark. Iksar has a rich past, in which there are many sad moments. At one time the Kunarque was owned by the Sebilis Empire, whose ruthlessness could be compared only with the Rallosian Empire, which seized Antonika. Although only dragons could oppose their relics, Iksar also underwent periods of slavery and humiliation. It was then that they learned to despise the lagging races and rely only on the strength of the jaws and the power of the claws. The cities of Sebilis, Kabilis and the City of Mists serve as examples of the extremely poor and unpretentious architecture of Iksar. Ixar is evil incarnate. Steeped in destruction and insignificance, Iksar embody pure, irreconcilable malice. They do not hide their intentions, but simply openly hate everyone and everything equally. Ixar is a strong race, well prepared both for war and for teaching magic arts, especially the darkest sides of magic. Natural curiosity helps them to become excellent scouts.
- Kerr - are descended from the great leader of the race, Kedjaan. He crossed over to Odus and united disparate tribes into one state, which served as the beginning of an era of peace and prosperity. But then Erud and his “highest people” arrived on the continent. They captured most of the Kerran land; worse, a plague broke out among the Kerr and claimed many lives. Kerr blamed the heretics and their teachings on necromancy. Kedjaan also fell victim to the plague, and his son Va Kerrat, who swore revenge on the heretics, became the successor. During the civil war between the erudite and heretic, some unknown magical power teleported the entire Kerr settlement to the dark side of the moon Luklin. Wah Kerrat survived this journey and named his lost tribe Wah Shir. Kerr, remaining in Norrath, disintegrated; some went to the west of Kerra Island, others crossed over to a small island at the Erud Crossroads, the rest went to the Stonbrant mountains. Only many years later, some of the Ba Shir tribe were able to return from Luklin, becoming the founders of a new, strong dynasty.
- Ogres are a numerous race created for the war by Rallos Zek. Many years ago, they merged into an empire that captured most of Norrath. Unfortunately, they made war on the Council Reith in the World of the Earth. For this, Reith put a curse on all the creatures of Zeke, depriving them of their intellect and destroying their empire. So the ogres became pawns of other races, leaving their squalid shacks of rough stone in Firroth only to participate in the next small-town conflict. When the gods left their worlds, the curtain fell, which muzzled the ogres. But only they began to restore their civilization, as the Avatar of War appeared to them, sent by Rallos, who wanted to create a new Rallosian empire, designed to wipe all other races off Norrat. Capturing the Cazic-Thule Temple and the entrance to the World of Fear, the master of the ogres, General Urduuk, violated the agreement concluded between Rallos and Kazik-Thule. Again, such an insult to the enemies was not in vain for the race of the ogres: Avatar of Fear brought down the terrible Green Mist on the ogres just at the moment when they almost subdued Keynos and Freeport.
- Ratonga is a race of intelligent rat-like creatures as tall as a dwarf. About their past almost nothing is known. The race was first discovered in the Age of Wars; Ratonga helped Freeport's militia to move through underground tunnels leading to the Desert of Ro, which allowed them to deliver food and reinforcements to the besieged great city. After this rantong, they again went into the dungeons and did not appear for many years, until with the start of powerful earthquakes, the continent Antonika began to fall apart. It is rumored that the rtonga is a tribe of rat people, relatives of Chetari from the Dragon Necropolis - however, the rtong themselves dispel these rumors. If we take into account that the ratong is much larger and smarter than Chetari, it can be assumed that their civilization originated in the depths of the Foot itself. The rantongs themselves do not confirm this, but they also do not refute it. Ratonga often draws a symbol on his chest. The symbol is always the same, but what it means is unknown.
- Trolls are the first race created in Norrat Kazic-Tula. They are almost as tall as the ogres, but less massive, with greenish skin and evil facial features. Trolls eat everything that jumps and crawls, both raw and fried. They only care about meeting their own needs, which are limited to victories in battles and the seizure of loot. They would be even more dangerous if their intellect were not so limited. But the trolls and so combine the irrepressible rage, self-love, along with great power, which makes them dangerous opponents. Their city, Grobbe, built in the depths of Innotula swamp, looked like a crowd of miserable shacks. He was subdued by the race of froglocks, who rebuilt him and called him Gukt. The trolls fled and teamed up with the dark elves, falling under the dependence of Teir'Dal. However, trolls can not be underestimated. One particularly evil troll clan dwells in Shattered Skull rock. Their hearts are filled with the teachings of Hate, and they worship Innoruk, the new owner, in whose name they stole an ancient artifact from Grobba, a stone covered with the ancient prophecies of Grozmok. Trolls await the coming of Grozmok, a mythical figure who will unite the tribes with the great power of Fear and Hatred.
- Wood elves are relatives of the high elves. These free-thinking beings are much more welcoming and polite than the arrogant Koada'Dal. The growth of the wood elf is about one and a half meters, the skin is covered with golden tan. Fair-Dahl founded the tree-like city of Keletin, ascending with a succession of platforms and elevators to the unearthly beauty of the Great Feydark. Forest elves love festivals and songs, devoting their lives to praising the goddess Tunara. The good nature of the forest elves helps them establish strong bonds with other races, especially humans. This, in particular, led to the fact that many half-elves ancestors were forest elves.
- Fairies are a friendly and cute race. Fairies are like children, they like funny jokes and games. They are small creatures with bright wings and the appearance of a child. Despite the apparent lightheadedness, quite capable magicians. Their hometown is Keletin.
- Arassai - outwardly resembles Fay. In essence, they are a dark variety, derived from a cruel experiment, as a result of which their nature underwent an irreversible transformation. Strong with their magical abilities, dangerous in anger. Faithfully and faithfully serve their creator Teir'Dal Kristannos (ruler of Neriak) and bow to her as her goddess. Hometown - Neriak.
- Sarnaki is a dragon-like dark race of strong and dexterous creatures. Expelled from their homes, now roam around the world. Hometown - Horovin.
- Vampires are a race of Free Blood Vampires that can move even in sunlight.
- The Eirakines are a race at the junction of arasai and dragons, the wings of members of this race grow with them, and by level 85 there is an opportunity for independent flight!
Classes
In EverQuest II there are 4 archetypes of characters: Warrior , Scout , Priest and Mage . By selecting one of the archetypes, the player can choose a different class and subclass. For each of the four groups there are three classes, the subclasses of one of them are strictly divided into good and evil, and the two are necessarily neutral. The choice of combat profession limits the tree of skills, gives an initial set of skills and predispositions in the separation of parameters. Initially, there were 24 classes in the game, but then the Lord of the Beasts (in the AoD supplement) and Medium (in the ToV supplement) were added to them.
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There are also several craft professions:
- Craftsman
- Carpenter (furniture, drawers, repair kits, altars)
- Cook (food and drink)
- Joiner (arrows, bows, throwing oruzhe, wooden shields, staffs, totems)
- Outfitter
- Gunsmith (metal weapons, throwing weapons)
- Blacksmith (chain mail and heavy armor, metal shields)
- Tailor (light cloth and leather armor, bags)
- Scientist
- Alchemist (potions, poisons, essences for fighters)
- Jeweler (jewelry, charms, runes for scouts)
- Scribe (scrolls of magicians and priests)
Secondary craft professions:
- Mechanic
- Incruster
Additions
| Title | Type of | release date |
|---|---|---|
| The bloodline chronicles | Adventure Module | March 21 , 2005 |
| The splitlit saga | Adventure Module | June 28, 2005 |
| Desert of flames | Addition | September 13, 2005 |
| Kingdom of Sky | Addition | February 21, 2006 |
| The fallen dynasty | Adventure Module | June 14, 2006 |
| Echoes of faydwer | Addition | November 14, 2006 (it was released in Russia on February 6, 2007 ) |
| Rise of Kunark | Addition | November 13, 2007 (in Russia it was released on December 19, 2007 ) |
| The shadow odyssey | Addition | November 18, 2008 (it was released in Russia on November 18, 2008 ) |
| Sentinel's Fate | Addition | February 16, 2010 |
| Destiny of Velious | Addition | February 22, 2011 |
| Age of discovery | Addition | December 6, 2011 |
| Chains of eternity | Addition | November 13, 2012 |
| Tears of veeshan | Addition | November 12, 2013 |
| Altar of malice | Addition | November 11, 2014 |
| Terrors of Thalumbra | Addition | November 17, 2015 |
| Kunark ascending | Addition | November 15, 2016 |
SOEmote
EverQuest II was the first game to use SOEmote technology, which makes communication in online games more realistic. This is a software package that performs two functions. First, he changes the voice of the player so that he more closely matches the selected character. Secondly, using the webcam, he “removes” the player's emotions from the face, reproducing them with the help of the game character [3] .
Notes
- Lenta.ru: Games: EverQuest II will be shareware
- ↑ The official announcement of the closure of the Russian version of EverQuest 2 (February 29, 2016). The appeal date is April 7, 2017. Archived April 1, 2016.
- ↑ From August 7, in EverQuest 2, it will be possible to make faces - “Games@Mail.Ru” (rus.)
Links
- [www.everquest2.com Everquest II Official Website]
- Russian official website
- Unofficial Russian site - on the principles of open editing
