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EverQuest Game Overview
EverQuest, often called EQ, is a 3D fantasy-themed MMO massively multiplayer online role-playing game (MMORPG) released on March 16, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost. It was developed by Sony's 989 Studios and its early-1999 spin-off Verant Interactive. Everquest was published by Sony Online Entertainment (SOE). Since its acquisition of Verant in late 1999, SOE develops, runs and distributes EverQuest.
EverQuest has earned many awards, including 1999 GameSpot Game of the Year and a 2008 Technology & Engineering Emmy Award.
Gameplay
In EverQuest, players create a character by selecting one of 16 "races" in the game, which range from elves, dwarves and ogres of fantasy, to humans, to cat-people (Vah Shir) and lizard-people (Iksar). Players also select each character's class and patron deity.
Players use their character to explore the fantasy world of Norrath, fight monsters and enemies for treasure and experience points, and master trade skills. As they progress, players advance in level, gaining power, prestige, spells, and abilities through actions such as looting the remains of defeated enemies and completing quests.
EverQuest also allows players to interact with other players through role-play, joining player guilds, and dueling other players (PVP) on the PvP-specific server.
The geography of the game universe consists of nearly four hundred zones.
Multiple instances of the world exist on various servers. In the past, game server populations were visible during log-in, and showed peaks of more than 3000 players per server.
Classes
Everquest features 16 classes. These classes can be grouped into those that share similar characteristics which allow them to play certain types of roles within the game when grouped with others. Below are the classes in the groups.
Casters
The "caster" classes have the lowest hit points per level and can only utilize the lightest of armors.
- Magician: Usually referred to as Mages, Magicians are similar to the Wizard class but with somewhat less power. They are able to summon strong elemental pets (which they rely heavily upon), pet armor and weapons, food, drink, and mod rods, which allow players to convert their health into mana. Magicians can also summon party members to different parts of a zone with the Call of the Hero spell, which can be helpful in raid zones. One of four classes able to make spells using the spell research trade skill.
- Wizard: The primary nuking class; these casters are able to deal catastrophic damage to enemies over a very short time, particularly with their Manaburn skill. Wizards also have transportation spells that facilitate group travel to particular locations. One of four classes able to make spells using the spell research trade skill.
- Necromancer: These masters of death are able to summon powerful undead pets and use a large variety of poison and disease-based damage-over-time spells. Necromancers are able to feign death, snare enemies, and summon players' corpses in-zone. They have a combination of skills and abilities, most notably the ability to snare (make an enemy run slowly) and fear (run in the opposite direction) that allows them to function as an effective solo class. One of four classes able to make spells using the spell research trade skill.
Tank classes
Everquest "Tank" classes are those that have high numbers of "health points" for their level and can wear heavy armor. They also have the ability to taunt enemies into focusing on them, rather than other party members who may be more susceptible to damage and death.
- Warrior: the prototypical tank class, able to avoid and mitigate more damage than any other class. In a way, this is offset by their inability to cast spells.
- Paladin: the "good" counterpart to the Shadow Knight, a Paladin is a hybrid Warrior/Cleric. They are able to Lay on Hands (heal themselves or another player) once every 72 minutes. At higher levels, paladins also receive some resurrection spells. Paladins are tough in melee, with some healing, protective, and stun spells. At mid-range levels, they have a "pacify" line of spells that allows them to function as a "puller" for a group.
- Shadow Knight: a durable tank class; this Warrior/Necromancer hybrid has vampiric and damage-over-time spells. Shadow Knights also have the unique ability to Harm Touch (do direct damage) every 72 minutes, the power of which increases in absolute terms but decreases relative to enemies' hit points as a player levels up. At higher levels, Shadow Knights are able to summon a weak pet, summon players' corpses who are in the same zone as them, and are able to feign death. The feign death ability allows the Shadow Knight to function as a "puller" for a group.
Damage dealers
The following classes are able to produce large quantities of damage to the enemy in a short period of time. Within the game, these classes are often referred to as 'DPS' standing for Damage Per Second.
The melee damage dealers have a medium number of hit points per level, but cannot wear the heaviest armors and are less likely than a "tank" class to be able to survive direct attacks for a sustained period of time.
- Beastlord: The Beastlord is a unique class which combines some powers from the Monk and Shaman classes along with a powerful pet. Beastlords can imbue their pets with powers and combat enemies with hand-to-hand skills or with weapons. They can also "de-buff" enemies with spells, and possess modest healing abilities. This diverse array of skills allows Beastlords to be effective solo adventurers at many levels as well as handy in a group setting.
- Berserker: A specialist form of the melee type, the Berserker is primarily a medium-armored, high-damage dealer that uses two-handed weapons and who can hurl axes and other thrown objects.
- Monk: As masters of martial arts, Monks are the hand-to-hand fighting experts and are a powerful melee damage-dealer. Monks have the ability to feign death with a high degree of reliability and other skills that enable them to be a strong "pulling" class.
- Ranger: A versatile hybrid class combining some of a Warrior's ability with a Druid's spells, Rangers are able to deal large amounts of damage both from a ranged distance and in melee. Their most unusual ability is to track unseen NPCs, for which they can be used as "pullers" in outdoor zones. Rangers also have the ability to "taunt" and in casual play can sometimes play the role of "tank".
- Rogue: With their backstab ability, Rogues are able to inflict the highest rate of damage of any of the classes, if they are in a party that can keep the opponent facing away from the Rogue. Rogues also have the ability to make poisons, pick pockets, and pick locks. Their abilities to sneak and hide allow them to walk past both living and undead mobs without being seen.
Crowd control / utility
These classes share the ability to restrain multiple enemies from attacking the party and also have the ability to increase party members' ability to regenerate mana at a faster rate.
- Bard: a jack-of-all-trades class with fair melee ability, good armor, and the ability to play songs that benefit all nearby comrades, such as "crowd control" effects as well as mana and health regeneration. Bards do possess the unique ability to 'fade' from their enemies memories. This makes the bard an excellent pulling class. Bards possess lesser versions of many of the special abilities of other classes. They are known for their ability to increase the movement speed of their party faster than any mount or movement buff. Bards can weave the effects of up to four songs at once to confer the greatest advantage to their group. Bards themselves often do not receive the full benefit of their songs, but they can still be an effective solo class at many levels, especially with their strong "kiting" proficiency.
- Enchanter: A caster class that has few hit points per level and can wear only the lightest forms of armor, Enchanters are crowd control experts and are the most proficient class at Charming, Stunning, and Mesmerizing enemies. They have the ability to Memory Blur an opponent (causing them to forget they were being attacked) or Pacify an opponent (making them oblivious to antagonists in the area), both of which may be extremely useful in avoiding unwanted skirmishes. Enchanters also have a wide range of utility spells, including the Clarity (AKA "crack") line of spells, which when cast on a player allows them to regenerate mana at an improved rate. In addition to being able to both increase players' rate of attack (with the Haste line of spells), and Slowing that of enemies, Enchanters may also cast Illusions on themselves and others, which may have no real benefit (other than conferring a new look) or may grant tangible benefits such as underwater breathing, flight, or a vampiric touch. Lastly, Enchanters possess the unique Rune line of spells, which creates a magical protective buffer against all forms of damage until it is has worn down. This class is also uniquely suited for the jewelcraft trade, because it is the only class able to enchant metals. It is also one of the four classes able to make spells using the spell research trade skill.
Healers
The "priest" classes have medium level of hit points per level and have access to healing and "buff" spells.
- Shaman: As a priest class, they have access to healing and many lines of "buff" spells. Shaman possess strong damage-over-time spells, and are able to slow an enemy's rate of attack. Shamans, or "Shammies" may cannibalize their health to restore mana and may wear "chain mail" levels of armor. Because of the range of Shaman's spells, they are sometimes considered a "utility" class. Shamans are the only class able to make potions with the Alchemy skill.
- Cleric: The most powerful healer in the game, and for the first few years of EverQuest, the only class capable of resurrection and the powerful spell Complete Heal. Clerics can wear the heaviest plate-mail type armors.
Druid: A priest class that can cast healing spells, teleport, snare (slow down) enemies, and cast moderately powerful nuking and damage-over-time spells. The range of abilities allows druids to play multiple roles in a group or to solo effectively. Druids may only wear "leather class" armors. Druids also have a number of transportation spells that allow speedy movement throughout much of the gaming world. Their combined tracking and foraging skills make them excellent trade-skillers, in terms of finding various components necessary for baking, tailoring, brewing and the like.
Deities
There are several deities in EverQuest who each have a certain area of responsibility and play a role in the "backstory" of the game setting. A wide array of armor and weapons are also deity-tied, making it possible for only those who worship that deity to wear/equip them. Additionally, deities determine, to some extent, where characters may and may not go without being killed on sight.
Expansions
- The Ruins of Kunark (March 2000)
- The Scars of Velious (December 2000)
- The Shadows of Luclin (December 2001)
- The Planes of Power (October 2002)
- The Legacy of Ykesha (February 2003)
- Lost Dungeons of Norrath (September 2003)
- Gates of Discord (February 2004)
- Omens of War (September 2004)
- Dragons of Norrath (February 2005)
- Depths of Darkhollow (September 2005)
- Prophecy of Ro (February 2006)
- The Serpent's Spine (September 2006)
- The Buried Sea (February 2007)
- Secrets of Faydwer (November 2007)
- Seeds of Destruction (planned release October 21, 2008
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