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EverQuest II
EverQuest II (commonly abbreviated as EQ2), based upon the popular EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on November 8, 2004. more...
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It features graphics and gameplay vastly updated from its predecessor as well as NPCs that use audio for speech.
Story
500 years ago a great conflict raged across Norrath between the evil Rallosian Empire and the free peoples of Norrath. Qeynos, led by the Bayle family, and Freeport, led by the Shadowknight Lucan D'Lere, joined forces with many others in a great battle to end the impending Rallosian conquest. It is unclear exactly which side took the action, but a group of mages undertook to destroy the Ulteran Spire network of teleport stations which the Rallosians were using to quickly move troops. The destruction of the network, which was based on the moon of Luclin, released an enormous and, assumedly, unexpected shockwave of magical forces which resulted in the total destruction of Luclin. As tidal forces tore at Norrath and the pieces of Luclin began raining down upon Norrath, the end of civilization seemed unavoidable. The seas rose, entire continents were torn apart and the great cities of Norrath fell. All but two, that is. This was The Shattering and The Rending.
Today, the survivors of The Shattering have gathered into the last two surviving great cities: Qeynos to the West, under the benign Regency of Queen Antonia Bayle, and Freeport to the East, ruled with an iron fist by the practically undead Shadowknight, Lucan D'Lere. Gathering all survivors that can be found, each city seeks to prepare for the inevitable conflict they know is coming to these Shattered Lands.
And, far away in the Orcish Wastes of Zek and the green fury of The Feerrott, some dream of the resurrection of the Rallosians...
Gameplay
While the gameplay continues to focus greatly on killing creatures for experience points and treasure, there have been several significant changes from the original EverQuest. One of the greatest efforts has gone into developing tradeskills into a much more complex and viable character archetype.
Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ. The most bold addition is the concept of "locked encounters". When a player (or group) attacked a creature, the encounter became locked to that player. To stop kill stealing and powerleveling, other players could not assist in the encounter unless the player who locked it used a special "/yell" command for help, after which the encounter rewarded neither loot nor experience. The encounter locking feature became an optional toggle during Live Update 13 which coincided with the Desert Of Flames expansion. Players can now choose whether to risk giving up their claim to an encounter in exchange for outside help that might allow them to survive.
Read more at Wikipedia.org
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