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New features include new zones, a new player race known as the "Drakkin", an attainable player level of 75, as well as new spells and alternate advancements. The expansion was added with the aims of making soloing (playing EverQuest alone rather than as part of a larger group) a more viable option. This was done through the addition of a new ...
Chains of Eternity is the ninth expansion to EverQuest II. This expansion contains features such as level increases, the Guild level cap raised to 95, Player level cap 95 and Tradeskill cap to 95, prestige abilities and game items only available in this expansion. Each subclass gets an access to new Prestige Abilities. [16]
The EverQuest II Player's Guide did not contain rules for magic, though a free download at Sword and Sorcery Studio's website did give basic spells for low-level characters. Almost a year later, on March 1, 2006, the EverQuest II Spell Guide, which included the core rules for magic and a full spell list, was published in PDF form only.
EverQuest is a 3D fantasy-themed massively ... players advance in level, gaining power, prestige, spells, ... raising the maximum character level; adding new races ...
Players can make items such as spells, potions, armor and many other items. The player chooses their character's race and type, which affects their abilities. Characters collect experience to advance in level. EverQuest II enables social interaction with other players through grouping and the creation of guilds. Like players, guilds can gain ...
EverQuest: The Ruins of Kunark (RoK, Kunark, or simply the Kunark expansion) is the first expansion to EverQuest, a massively multiplayer online role-playing game (MMORPG), released on April 14, 2000. It introduced a new land area to the game, the continent of Kunark, which had been previously unexplored.
Champions of Norrath: Realms of EverQuest is a 2004 action role-playing video game for the PlayStation 2, set in the EverQuest universe. The game is playable with one single player or cooperative for up to four players, but with a Network Adapter, players can take the game online with others and kill others or join to form groups of adventurers.
Asheron's Call launched nine months after EverQuest [17] on November 2, 1999. [18] In the United States, it sold 57,143 copies and earned revenues of $2.64 million by early 2000. [ 19 ] Asheron's Call had 80,000 players by the end of its first year. [ 18 ]