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Tuesday, 21 January 2025

Returning to EQ2? What you might have forgotten: 3. Expansions and Adventure Packs

The Desert of Flames expansion, released in September 2005, marked a significant step forward in the game's development by introducing two vast overland zones, Sinking Sands and Pillars of Flame, which expanded the world of Norrath. With the level cap raised to 60, players gained access to new group and raid content, most notably the Peacock Club questline that culminated in the battle against Godking Anuk. The expansion also coincided with fundamental changes to the combat system, offering players new spells and abilities across the game's classes.

In February 2006, Kingdom of Sky brought new challenges with overland zones like Tenebrous Tangle and Barren Sky. The level cap increased to 70, opening new possibilities for exploration and combat. This expansion was also notable for introducing flying mounts, adding another layer of immersion and convenience. It featured a unique vertical world, with islands suspended in the sky, which became a staple for future expansions.

With the release of Echoes of Faydwer in November 2007, the game returned to one of EverQuest's most iconic regions—Faydwer. This expansion reintroduced the high-fantasy feel with the addition of the Kelethin city and the launch of the iconic wood elf and fae races. Players were also introduced to the innovative Living Legacy system, which rewarded loyal players with in-game rewards for their continued subscriptions. The level cap was increased to 80, and several new dungeons and raids awaited eager adventurers.

The November 2007 Rise of Kunark expansion added an exotic and dangerous atmosphere to the game with the new zones of Fens of Nathsar and Kylong Plains. The expansion introduced the Iksar race as a playable option and unlocked the powerful class of the Beastlord. In addition to new content, Rise of Kunark was significant for its addition of the quest-based achievement system, giving players more structured ways to earn rewards through exploration, crafting, and combat.

The Shadow Odyssey, launched in November 2008, focused on uncovering the secrets of the Moors of Ykesha and other shadowy zones. The level cap was raised to 80, and players were given a plethora of new group and raid instances. Notable additions included the introduction of the shard system, which allowed players to collect resources for crafting and upgrades through repeatable content. The expansion also included new lore and plotlines around the mysterious Obelisk of Lost Souls.

Sentinel's Fate, released in February 2010, took players to the Isle of Refuge, where they could delve into ancient ruins to uncover the mysteries of the past. The expansion introduced new tradeskill options and provided significant improvements to the questing system. It also raised the level cap to 90, offering even more endgame content. Additionally, the inclusion of new prestige classes and the advancement of faction-based content brought a new level of depth to the game's mechanics.

In February 2011, Destiny of Velious transported players to the frozen lands of Velious, an iconic setting from the original EverQuest. The expansion focused heavily on group and raid content, and the level cap was raised to 90. Destiny of Velious was notable for introducing the questlines for the epic weapons, a major reward for high-level players. The addition of the drakota mounts and several new zones, such as the Eastern Wastes and Great Divide, added new layers to the content.

By 2011, the Age of Discovery expansion revolutionized EverQuest II by introducing the game’s Free-to-Play model. Alongside this monumental change, players were introduced to a variety of new features like the Mercenary system, which allowed players to recruit NPC companions, and the Dungeon Maker, which gave players the tools to create and share their own dungeons. The expansion also brought the highly anticipated Beastlord class, appealing to both solo players and those looking for a new challenge in groups. The level cap was raised to 95, with numerous quality-of-life improvements across the game.

Chains of Eternity, released in December 2012, brought more focus to the game's lore, with a story centered around the fallen gods of Norrath. This expansion introduced the ability to ascend characters to higher planes of power through the Ascension system. The level cap was pushed to 95, and the expansion's new content kept the game fresh, with new zones like Eidolon Jungle and the Charred Throne.

Tears of Veeshan, which launched in November 2013, introduced the iconic dragon goddess Veeshan and brought new layers of challenge to players. The level cap was raised to 100, and the expansion added unique content revolving around the dragon raids and the returning dragons of the Velious storyline. A significant overhaul to the loot and crafting systems ensured that players were always striving to earn better rewards.

With Altar of Malice in 2014, EverQuest II saw an expansion that was focused on both solo and group content, while the introduction of the Tinkerfest event and new mounts gave a fresh feel to crafting and event-based gameplay. The expansion increased the level cap to 105 and introduced several new zones, including the Darkened Sea and Zek.

Kunark Ascending arrived in 2016 with the promise of exploration through the now-revitalized Kunark zones. The new expansion introduced the heroic and raid progression systems, keeping the game fresh for high-end players. With the level cap raised to 120, Kunark Ascending allowed for a new level of challenge, and the introduction of the new Ascension abilities gave players more ways to enhance their characters.

As the years went on, expansions like Planes of Prophecy, Chaos Descending, and Blood of Luclin further enriched the game’s lore and provided continued progression with new classes, quests, and areas for players to explore. These expansions often focused on larger narrative arcs that tied together the growing storylines, along with updated raid and quest content to meet the expectations of the growing player base.

By the time Reign of Shadows and Visions of Vetrovia were released, EverQuest II had fully evolved into a game that balanced its roots in classic MMORPG design with newer innovations to keep it relevant for modern players. These expansions, along with Renewal of Ro, showcased the dedication to high-quality content, bringing together expansive new zones and continued endgame content that pushed players to ever-higher levels of achievement.

Each expansion, from Desert of Flames to Renewal of Ro, shaped the world of EverQuest II into a dynamic and engaging universe, ensuring that both new and returning players had exciting content to explore at every stage of their journey. The game’s evolution reflects a commitment to keeping the spirit of adventure alive while adapting to the ever-changing landscape of online gaming.

Expansion/Adventure Pack Release Date Levels Max AA Free-to-Play Update Zones
The Bloodline Chronicles August 2005 45-55 None No LU7 The Crypt of T’Haen, The Bloodline of the Ancients
The Splitpaw Saga June 2005 20-50 None No LU6 Splitpaw, The Cage, The Pit
The Fallen Dynasty December 2005 55-60 None No LU8 Fallen Dynasty, T’Zarr, The Tomb of the Martyr
Desert of Flames September 13, 2005 45-60 None Yes LU13 Sinking Sands, Pillars of Flame
Kingdom of Sky February 21, 2006 60-70 None Yes LU15 Tenebrous Tangle, Barren Sky, Lavastorm, Bonemire
Echoes of Faydwer November 13, 2007 1-70 None Yes LU25 Greater Faydark, Kelethin, The Steamfont Mountains
Rise of Kunark November 13, 2007 70-80 None Yes LU27 Fens of Nathsar, Jarsath Wastes, Kylong Plains
The Shadow Odyssey November 18, 2008 70-80 250 Yes LU35 The Moors of Ykesha, The Obelisk of Lost Souls
Sentinel's Fate February 16, 2010 80-90 300 Yes LU45 The Shadow Oak, Moors of Ykesha, The Obelisk
Destiny of Velious February 22, 2011 80-90 300 Yes LU55 Eastern Wastes, Great Divide, Velious
Age of Discovery December 6, 2011 1-90 350 Yes LU61 The Overrealm, The Isle of Mara, The Thalumbra
Chains of Eternity December 11, 2012 90-95 300 Yes LU66 The Charred Throne, Eidolon Jungle, The Caves
Tears of Veeshan November 12, 2013 95-100 350 Yes LU68 Veeshan's Peak, Obulus Frontier, The Dragon's Lair
Altar of Malice November 25, 2014 100-105 400 Yes LU69 The Altar of Malice, The Darkened Sea, Zek
Terrors of Thalumbra December 1, 2015 100-110 450 Yes LU74 Thalumbra, Fissure of Alaris, Emperor’s Reach
Kunark Ascending December 6, 2016 110-120 500 Yes LU81 Kunark, Kael Drakkel, The Shattered Frontier
Planes of Prophecy June 13, 2017 100-110 500 Yes LU85 The Planes of Prophecy, The City of Valor, Tunaria
Chaos Descending November 13, 2018 110-120 550 Yes LU92 The Chaos Descending, Kylong Plains, Pandemonium
Blood of Luclin February 25, 2020 110-120 550 Yes LU96 Luclin, The Moonfields, The Shattered Sky
Reign of Shadows September 2020 110-120 600 Yes LU98 The Realm of Shadows, Fae Lands, Enchanted Forest
Visions of Vetrovia February 2021 120 650 Yes LU100 Vetrovia, The Shimmering Waters, Ghoulinda's Lair
Renewal of Ro April 2022 120 700 Yes LU101 Raj'Dur Plateaus, The Blightstorm, Val'Marr
Rum Cellar October 2015 100-105 None Yes LU103 The Rum Cellar, The Pirate Isle

Returning to EQ2? What you might have forgotten: 2. Fertilisers

Fertilisers in EverQuest II Offer More Than Just Growth

Understanding the various fertilisers and how they are tied to zones, quests, and guild activities can help you return to EverQuest II with a clear focus. Whether you’re feeding pets, seeking out collectibles, or contributing to your guild’s success, fertilisers play a vital role in your progression. By preparing the correct fertilisers for different NPCs and activities, you can maximise your rewards and strengthen your position in the world of Norrath.

Fertiliser Use by Expansion

Whether you’re returning to EverQuest II after a lengthy absence or are a newer player trying to catch up, understanding how fertiliser is used in the game is essential to maximising your rewards and progression. Fertiliser is an item used to enhance certain house pets, feed NPCs in guild halls, and obtain various collectibles, which can aid in your personal progression and guild success.

Expansion NPC or House Item Zone Further Information
Up to Kingdom of Sky Carnivorous Plant Player House House pet that can be /claimed by some members or purchased from Noble Taig Rhul. This plant will give you collection "shinies" up to those found in zones added with the Kingdom of Sky.
Rise of Kunark Burynai Seekers Player House Pet that can be /claimed by some members. This pet rewards you with shinies from Rise of Kunark zones. NOTE: This NPC may or may not offer rewards for Tier 11. Double check with a guild hall herbalist to be sure.
Up to [Information Needed] Herbalist Hireling (aka Groundskeeper) Guild Hall A guild hall amenity that typically rewards you with shinies from the most recent zones, though sometimes there may be delays.
Up to Terrors of Thalumbra A Fathomlurker Shiny Seeker Player House This pet rewards more frequently with high-level collectibles, and accepts only level 100+ fertilisers (including Fertiliser, Water, Bone).
Visions of Vetrovia [Information Needed] Ghoulinda's Lair, Mahngavi Wastes After completing the "To The Lair" quest, you can exchange Vetrovia Level 120 fertilisers for collectibles inside the lair.
Renewal of Ro Merchant Fiza Tazi Raj'Dur Plateaus
Ballads of Zimara Kapulan Splendor Sky Aerie
Scars of Destruction Spelth Cruncher Western Wastes Must complete adventure signature line plus all dropped quests in both overland zones.

Fertiliser Table

To "feed" the creatures or NPCs listed above, you’ll need one of each type of fertiliser from each column:

Level Fertiliser Water Bone
10 Pouch of Peat Flask of Rancid Water Small Decaying Bone
20 Small Bag of Ammonium Sulfate Flask of Stale Water Large Decaying Bone
30 Small Bag of Muriate of Potash Flask of Pond Water Small Polished Bone
40 Small Bag of Diatomaceous Earth Flask of Fresh Water Large Polished Bone

Returning to EQ2? What you might have forgotten: 1. Status items

If you’re a player returning to EverQuest II after several years, you may have forgotten about some of the game's foundational systems, such as status items. These small but significant pieces of loot can have a lasting impact on both your personal progress and your guild's growth. Whether you are just starting to rediscover the game or you've been playing for a while, status items are essential to advancing in the game.

What Are Status Items?

Status items are special loot drops that come in the form of documents, relics, scrying stones, and amulets. These items are often hoarded by various sentient monsters in the world of Norrath and can be found by players during their adventures or as rewards for completing certain tasks. When you collect these items, you can sell them to specific NPCs in major cities, where you’ll receive status points in exchange.

Status points serve two purposes:

  1. Personal Progression: By turning in status items, you earn status points, which can be spent on a variety of rewards, including special housing decorations, mounts, and faction gear.

  2. Guild Advancement and Hall Upkeep: A portion of the status points you earn contributes to your guild's status pool, helping the guild level up and unlock new perks, such as better amenities, larger guild halls, and exclusive rewards. Additionally, guilds that own halls need status points to maintain them, reducing the need for individual members to contribute extra in-game resources or currency.

  3. Faction Rewards: Turning in status items also increases your standing with specific factions, unlocking faction-specific rewards, titles, and quests.

Understanding how status items work and how to leverage them will help you make the most of your time in the game, supporting both your personal goals and your guild’s prosperity.

Obtaining and Selling Status Items

Status items are dropped by sentient beings, which are enemies that can be found throughout Norrath. The tier of the item depends on the level of the enemy that drops it, with higher-level enemies dropping more valuable items.

Here’s how the tiers break down:

Guild Tier 2 (10-19, 100 status) Tier 3 (20-29, 200 status) Tier 4 (30-39, 300 status) Tier 5 (40-49, 400 status) Tier 6 (50-59, 500 status) Tier 7 (60-69, 650 status) Tier 8 (70-79, 800 status) Tier 9 (80-89, 1,000 status) Tier 10 (85-95, 1,250 status)
Fighter Guild Blackened Iron Relic Steel Relic Feysteel Relic Ebon Relic Indicolite Relic Xegonite Relic Beryllium Relic Deklium Relic Titanium Relic
Mages Guild Coral Scrying Stone Jasper Scrying Stone Opal Scrying Stone Ruby Scrying Stone Star Sapphire Scrying Stone Moonstone Scrying Stone Emerald Scrying Stone Kunzite Scrying Stone Amber Scrying Stone
Priest Guild Coral Amulet Jasper Amulet Opal Amulet Ruby Amulet Star Sapphire Amulet Moonstone Amulet Emerald Amulet Kunzite Amulet Amber Amulet
Scout Guild Paraffin Sealed Document Tallow Sealed Document Gel Sealed Document Beeswax Sealed Document Bayberry Sealed Document Flamewrought Sealed Document Faywax Sealed Document Apophelli Sealed Document Ozocerite Wax Sealed Document

Each guild has its own set of status items that correspond to different tiers. As you level up, the status items you can acquire also increase in value, offering greater rewards both personally and for your guild. Tier 2 items are dropped by enemies in the level range 10-19, while Tier 10 items are dropped by more powerful enemies around level 85-95.

Where to Sell Status Items

You can sell your status items to specific NPCs in the major cities like Freeport, Qeynos, or the various guild hubs around Norrath. Once you sell the items, you’ll receive status points in exchange. Keep in mind that the value of status items increases as you progress through the game’s content, so higher-level items are more valuable and contribute more significantly to your guild and personal advancement.

Conclusion

Whether you’re a returning player or a newer adventurer, status items are a vital part of the game’s progression system. They allow you to contribute to your guild, level up, and acquire unique rewards that enhance your character’s journey. Understanding how status items work, where to find them, and how to best use them will give you a major boost as you explore the world of EverQuest II.

Return to Everquest 2 - Jikaril day 2: The Commonlands

Navigating the Conflict Between the Freeport Militia and the Alliance of Dervishes and Orcs

The commonlands

The Commonlands serves as a battleground where the Freeport Militia, loyal to the oppressive city of Freeport, seeks to maintain control and eliminate threats to their rule. Opposing them is an Alliance of Dervishes and Orcs, two factions united in their mutual hatred of Freeport and its dominance over the region.

This conflict is central to many of the quests in the Commonlands zone, and players will experience the escalation of hostilities as they progress through these quests.

When players first enter the Commonlands zone, they encounter orc marauders and bandit groups who frequently clash with the Freeport Militia’s forces. The Freeport Militia, acting on orders from Lucan D'Lere, is tasked with securing the region and protecting Freeport's interests. They view the orcs as a significant threat to their rule, as the orcs have established several strongholds in the zone.

The orcs in the Commonlands are led by General Gwal and are part of a larger orc faction that seeks to destabilize Freeport’s control over the region. Early quests introduce players to the conflict by asking them to clear out orc camps and disrupt their activities, such as destroying orc supplies or eliminating key orc leaders.

As players progress, they learn about the Dervishes, a nomadic group of desert warriors that have joined forces with the orcs in an unlikely alliance. The Dervishes are initially seen as a mysterious force, but it soon becomes clear that they are united with the orcs by a shared disdain for Freeport and its militaristic expansion. The Dervishes, led by their charismatic leader Al’Tarri, are skilled in desert warfare and guerrilla tactics. They have traditionally lived in the desert regions surrounding Freeport, and while they aren’t directly aligned with Freeport’s enemies, their dislike of the city has grown due to Freeport’s encroachment on their lands and resources.

Together, the Dervishes and Orcs form a dangerous alliance that poses a serious threat to Freeport’s military presence in the Commonlands. This coalition is based on mutual benefit, with both factions sharing a desire to drive out Freeport’s forces. As the conflict intensifies, the Freeport Militia begins to see the Dervish-Orc alliance as an escalating threat, leading to increased military actions.

As players advance through the quests, they are increasingly drawn into the conflict. The Freeport Militia tasks adventurers with eliminating both the orc strongholds and the Dervish war camps, as both factions coordinate attacks against Freeport’s forces. Players are sent to disrupt the orc and Dervish alliance by attacking their camps, assassinating key leaders, and destroying their resources. These quests paint the Dervishes and Orcs as a growing and organized force, determined to challenge Freeport's authority in the region.

Conversely, quests that support the Alliance of Dervishes and Orcs show the growing strength and unity of the two factions. The Dervishes and Orcs, led by Al'Tarri and General Gwal, plan to rally more forces from the wilderness and desert. They aim to strike Freeport’s supply lines, weaken its control of the Commonlands, and drive its military out of the region. During these quests, players also begin to uncover that the alliance is not purely driven by political motives but is further complicated by personal vendettas, including ancient grudges between the orc tribes and the Freeport leadership, and the Dervishes' desire for freedom from Freeport’s oppressive control.

By the time players reach the latter stages of their time in the Commonlands, the conflict has reached a boiling point. Freeport’s military, led by the Freeport Militia, is engaged in a full-scale push to crush the Alliance of Dervishes and Orcs. Players are caught in the middle of large battles between the two sides, and quests become more focused on strategic military operations, espionage, and sabotage.

The Alliance of Dervishes and Orcs begins to launch counterattacks on Freeport’s outposts, aiming to weaken the city’s hold on the zone. Players might be tasked with defending key Freeport positions or participating in skirmishes that decide the fate of certain strongholds. In response, the Freeport Militia escalates its efforts, attempting to wipe out the last remnants of the Alliance of Dervishes and Orcs. Players will be sent on missions to eliminate key members of the alliance, dismantle their forces, and prevent any further attacks on Freeport’s supply routes.

As players conclude the quests in the Commonlands, they witness the results of this conflict. The Freeport Militia may temporarily secure the region, but the Alliance of Dervishes and Orcs will likely retreat, regrouping for future conflict. This sets the stage for the ongoing tension in the zone and hints at further battles to come.

The Freeport Militia vs. The Alliance of Dervishes and Orcs conflict in the Commonlands unfolds through a series of quests where players are tasked with either supporting Freeport’s control over the region or aiding the Dervish-Orc alliance in their rebellion against Freeport. The Freeport Militia seeks to maintain dominance in the zone, fighting against orc and Dervish forces that threaten their authority. The Alliance of Dervishes and Orcs seeks to undermine Freeport's rule, with a shared goal of freeing the region from Freeport’s oppressive rule. Players participate in a variety of quests that highlight skirmishes, ambushes, and larger battles, leading to an eventual escalation of hostilities between the two factions.

The storyline is a classic tale of power, rebellion, and territorial control, with each faction vying for dominance in the harsh environment of the Commonlands.