Guild progress eq2

Guild progress eq2 DEFAULT

See also: Raid Strategies, Heroic Progression, Solo Progression

This raid progression guide focuses on zones that can be repeated by groups of players as they progress throughout the game. The difficulty rating for the zones below is based on the most difficult epic mob encountered within that zone. All zones are listed in alphabetical order; any specific progression order suggestions are listed under the tier headers.

Raid zones generally have a minimum and/or maximum group number requirement in order to zone in. A x2 is for two groups, a x3 for three groups and a x4 is for four groups. Many x3 and x4 raid zones can be entered with a less than recommended amount of groups.

Suggested T8 TSO x4 progression is a follows: Tomb of the Mad Crusader, Ykesha's Inner Stronghold, Palace of the Ancient One, Zarrakon's Abyssal Chamber, Munzok's Material Bastion, Miragul's Planar Shard.

Suggested T9 x4 progression is as follows: Icy Keep: Retribution, Lair of the Dragon Queen, Perah'Celsis' Abominable Laboratory, Palace of Roehn Theer and Underfoot Depths. It has also been noted that the first mobs in the next zone up the chain are easier than the final mobs in the previous zone, so if you're having issues with final mobs in a zone, move on for a while!

With Destiny of Velious, raiders will want to progress through the x2 Tower of Frozen Shadows, then onto Kraytoc's Fortress, and finally to the two Kael Drakkel raids in Throne of Storms: Hall of Legends and Temple of Rallos Zek: Foundations of Stone.

ZAM would like to thank brammator for some of the information in this article.

Categories: EQ2 Guides | EverQuest II

This page last modified 2013-11-10 22:06:59.


EverQuest Progression Servers

What Are EverQuest's Progression Servers?

EverQuest has a long, storied history. What began with the original launch of the game in the spring of 1999 continues over eighteen years and twenty-three expansions later. In that time, we have seen numerous eras, expansions, worlds, and characters as the game and the community have evolved. 

EverQuest Progression Servers invite everyone to go back and relive those bygone eras again. For some, they are a wonderful stroll down memory lane, a chance to relive memories of the past. For others, they are a chance to make those memories for the first time, to see those legendary times they missed the first time around. For everyone, EverQuest Progression Servers are an invitation to start anew in what is unquestionably one of the most incredible gaming experiences, ever. 

This guide will walk you through your various options regarding Progression Servers - because, yes, there are more than one! - and keep you up to date on how each one works. 

EverQuest Progression Servers: Overview

Q: What is an EverQuest Progression Server?

An EverQuest Progression Server is a special server that launches with only a subset of the game's content (usually just the game's original zones). Additional content and expansions then unlock over time, depending on the specific rules of the various servers. This allows players to enjoy each era and expansion in order, similar to how the game evolved originally. 

Q: What are the differences between the Progression Servers?

Each Progression Server launched at a different time, has reached a different point in progression, and has a different set of rules to tailor the experience to different interests. 


  • Launched: May 26, 2021
  • Ruleset: Random Loot True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, and only one EverQuest client may be run per computer. Loot from rares and raids is randomized so that NPCs/raids of similar level and expansion can drop any of their loot.
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: May 26, 2021
  • Ruleset: Random Loot True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, and only one EverQuest client may be run per computer. Loot from rares and raids is randomized so that NPCs/raids of similar level and expansion can drop any of their loot.
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: May 27, 2020
  • Ruleset: True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, and only one EverQuest client may be run per computer. Additionally, only two characters may be played by any one player (on different computers). 
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: May 27, 2020
  • Ruleset: Timelocked Progression - New expansions unlock automatically every 12 weeks.
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: November 5, 2019
  • Ruleset: Heroic Start True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, only one EverQuest client may be run per computer, and players begin at Level 85 in House of Thule.
  • Experience: Live (Faster than Classic and Progression)


  • Launched: March 16, 2019
  • Ruleset: True-Box Timelocked Progression - New expansions unlock automatically every 4 weeks, and only one EverQuest client may be run per computer.
  • Experience: Fast (Faster than Classic, Progression, and Live)


  • Launched: March 16, 2019
  • Ruleset: True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, and only one EverQuest client may be run per computer.
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: March 16, 2018
  • Ruleset: True-Box Timelocked Progression - New expansions unlock automatically every 12 weeks, and only one EverQuest client may be run per computer.
  • Experience: Classic (Slower than Progression and Live)


  • Launched: May 24, 2017
  • Ruleset: Planes of Power Era-Locked True Box Timelocked Progression - New expansions unlock automatically about every 12 weeks, only one EverQuest client may be run per computer, and expansions will stop unlocking with Lost Dungeons of Norrath in the Planes of Power era. 
  • Experience: Progression (Faster than Classic, slower than Live)


  • Launched: December 9, 2015
  • Ruleset: True-Box Timelocked Progression - New expansions unlock automatically about every 8-12 weeks, and only one EverQuest client may be run per computer.
  • Experience: Classic (Slower than Progression and Live)


  • Launched: May 21, 2015
  • Ruleset: Voting Timelocked Progression - New expansions are voted to be unlocked about 12 weeks after the previous expansion's raid targets are defeated. 
  • Experience: Progression (Faster than Classic, slower than Live)

Q: What is a Random Loot Progression Server?

This is a server where loot has been randomized across rares and raids. These NPCs of similar levels and expansions have a chance to drop the same loot. Rares also are more likely to spawn.

Q: What is a PoP-Locked Progression Server?

This is a server where expansion content stops unlocking after “Planes of Power” era content.

On the unlock schedule for this server, the following expansions will become available: The Ruins of Kunark, The Scars of Velious, The Shadows of Luclin, The Planes of Power, The Legacy of Ykesha, Lost Dungeons of Norrath.

After all of these expansions have unlocked, expansion content will NOT continue to unlock on the Agnarr server.

Q: What is a True Box Progression Server?

This is a server where each player will only be able to play one EverQuest account from his or her computer at a time. We want to encourage players to play with their friends on this server, and not just form groups of only their alts.

Q: What is a Voting Timelocked Progression Server?

This is a server where players vote on whether or not to open the next expansion. If the vote passes, the expansion unlocks. If the vote fails, it will be held again at a later time. 

Q: What purchases are required to play on Progression Servers?

Players must have All Access Membership to access Progression Servers.

All Access includes additional great benefits, like 10% off most Marketplace purchases, and a claimable 500DBC grant each month! For more details and to sign up for membership, visit

EverQuest Progression Servers: Gameplay Details

Q: What is the difference between a Progression Server and a Standard Server?

Standard servers have all race/class combinations available, and players can reach the maximum level cap (currently 105) with no restrictions. Features we added later in the game to speed the path from 1-50 (or 70, or 85, or...) such as revamped Newbie quests, Defiant armor, and Hot Zones, all exist.

A Progression Server usually starts out with only original EverQuest zones (plus some early additions). In cases where we feel additions were too powerful when backfilled into an era, we have done our best to remove them or disable them in other ways until the appropriate time.

Q: What is the difference between a Progression Server and a "Classic" Server?

By most descriptions, a "Classic" server is an attempt to recreate EverQuest exactly as it was at launch, using only assets and content that was available in March of 1999.

A Progression Server is another EverQuest server, and therefore runs alongside existing servers. It contains many changes that have been made to the game since 1999, such as maps, Krono, a more configurable UI, the removal of "hell levels" and race/class experience penalties, custom chat channels and serverwide or cross-server communication, the ability to memorize spells via right-clicks, the ability to "Find" specific NPCs or locations, and many other enhancements.

In cases where we have updated or changed the layout of zones, Progression Servers use the updated version of the zone geometry. In cases where we have changed items or player abilities, Progression Servers use those updated abilities. In cases where items were completely removed, those items will either stay removed or be available for a very limited time on Progression Servers. In cases where zone population was changed, you may not find all of the NPCs you remember in exactly the same places they were before, or you may encounter new NPCs with new loot that wasn't there before.

Q: How will you be handling so many players? What is /Pickzone?

Zones now have a form of load-balancing that can spawn another version of a zone when the current zone gets too full.

Once those zones reach a certain threshold of players (it varies based on the size of the zone), it will spawn another version of itself. You will be able to choose which version of the zone you want to enter upon zoning in, or you will be able to use the /pickzone command to choose another version of the zone you are in. This should let people group up with friends but still be able to find things to kill and see plenty of other players.

We have also enabled technology to dynamically increase the maximum number of characters allowable on a server at any given time. Between these two new systems, we expect to be able to handle most of the players who want to play on the new server on the first day.

Q: Can I transfer my existing character to Progression Servers?

Generally, no. These servers are fresh servers where all players will begin their adventures from level 1. That said, it is generally possible to transfer to a server launched at the same time, with equal or less restrictive rulesets, or to live.

Q: How does raid instancing work?

The system will allow a full raid (72 players) into an instance. You will need at least 6 players in your raid to request a raid instance, and the players in your raid need to be level 46 or higher.

When you request a raid instance, the player that requested it, and his or her entire raid, will be given an account-wide request lockout for that specific raid for 2.5 days.

Each “boss” in the zone will grant a 6.5 day account-wide lockout. For the most part, this is just the big boss (Lord Nagafen, for example) and the stuff in his/her/its immediate vicinity.

Q: How have pets changed over time?

Quite a lot, but in short, your pet will stay with you when zoning, logging out, or if you become invisible. If your pet decides it won't equip an item you give it, it will give you the item back. Additionally, several adjustments have been made to the power curve of pets prior to the release of the Shadows of Luclin expansion.

Q: How have pets changed for Progression Servers?

Raid targets on progression servers now have the ability "Mark of the Old Ways". This will reduce the power of summoned companions with increasing severity based on the total number of summoned companions that are attacking the raid target.

Q: I died but all of my items stayed with me. Is this a bug?

No, you no longer have to find your corpse in order to retrieve your items if you die. If you are level 6 or above, though, you did lose experience and you can be resurrected to restore a portion of that experience.

Q: Which versions of zones are present on Progression Servers?

Zones that were graphically revamped (Freeport, Commonlands, Nektulos, Lavastorm, Ro) will be in their revamped form. Our progression servers have to co-exist with live servers, so we need to have the same geometry running on all of them. In cases where the geometry was the same but population changed, we will use the original populations where possible:

  • Splitpaw - First revamped form (with the Ishva Mal).
  • Cazic-Thule - The form after Rubicite was removed.
  • The Hole - First form (with Master Yael).
  • Plane of Hate - Current layout, with population after first loot revamp.
  • Plane of Fear - Population after the first loot revamp.
  • Droga/Nurga - Original population.
  • Firiona Vie - Original population.
  • Veeshan's Peak - Original population, but no death restrictions.
  • Plane of Mischief - Original population, without the "easy" entrance.
  • Grimling Forest - Original population.

Zones that are set up in this manner will transition to their current datasets in roughly the same timeframe as they originally changed.

Q: Will you be removing changes made to game functions?

In most cases, no. For instance, the UI will be current, you will not leave your items on your corpse when you die, coin will not have weight, and the advanced loot system will be in place. If it is a modern system that is enabled on live servers for everyone, it will be in place.

Features that were added with expansions, such as the Bazaar (Luclin) and armor dye (LoY) are scheduled to unlock when those expansions are unlocked. The following will be enabled day one:

  • The Raid window
  • Maps
  • Augmentations
  • AAs (most abilities are restricted by level or expansion)
  • Saving recipes in tradeskill containers
  • Audio Triggers
  • Many Achievements (but not kill or collect achievements)
  • Hotbar revamps (but not item clicking in bags)
  • Guild rank customizations

Because leadership AAs were introduced as an expansion feature but later added for free to everyone, they will be available at launch as well.

Q: When will classes or races that were not available at launch be available on Progression Servers?

Not until the server progresses to the point at which the race, class, or combination was added.

  • Iksar will launch with Kunark.
  • Gnome Shadowknights, Gnome Paladins, Halfling Rangers, and Halfling Paladins will launch with Luclin.
  • Beastlords and Vah Shir will launch with Luclin.
  • Frogloks will launch with Legacy of Ykesha.
  • Berserkers will launch with Gates of Discord.
  • Drakkin will launch with the Serpent's Spine. 

Q: Will Veteran Rewards be enabled on Progression Servers? What about holiday events like fabled mobs or hardcore heritage? 

Veteran Rewards will become available once Gates of Discord is unlocked. Holiday events will similarly become available around the expansion they originally launched on live. 

Q: Can I claim loot rewards from Legends of Norrath on Progression Servers?

No. LoN provides rewards that are not “in era” for Progression Servers. 

Q: Will Recruit-A-Friend or other account-based bonuses apply to Progression Servers?

No. These and account bonuses will not apply to characters on Progression Servers.

Q: Why can't you make a Progression Server that does X? Lots of people like X!

We can. We might! There is a very wide selection of people who are interested in each new Progression Server. We know that there is a very wide range of opinions about what a Progression Server could and/or should be. Our plan is to create servers where people can have the Progression Server experience they want, without pulling the rug out from under the feet of players that are happy on the server where they currently play.

Q: I found a piece of equipment that my character can't use, but I was able to equip it anyway! Is this a bug?

No, it's not a bug. While you may be able to wear it, the item will not give you any benefits. You can tell when an item isn't usable by you for some reason when it turns that slot yellow in your inventory.

Q: There are some augmentation vendors in home cities. Weren't augs a later addition?

Yes, augmentations weren't added to the game until Lost Dungeons of Norrath, but these augmentation vendors were created specifically for Progression servers with the intent to even out the disparity between casters and melee weapon users.

Q: How do I use an augmentation? I can’t find augmentation sealers.

You don't need to use an item in the world to insert augmentations into items anymore. Just move the augmentation into that item's aug slot and it will pop in! You will need to find an augmentation distiller to remove an augmentation from a weapon, but if you have the correct distiller in your inventory you can remove that aug at any time in any place.

Q: What are all of these Spell Research Merchants doing here?

The spell research system is one of the few tradeskills where we could not keep both the old version and the new version working at the same time. While you can still use words, pages, and runes to create practice runes to gain research skill, you must use the new system to make new spells. You may see many items such as "exquisite platinum etched rune" and "gold embossed runes" on some creatures. These replaced the old runes, words, or pages that no longer are useful for research and are intended to be sold freely.

Q: Why are these Soulbinders here?

While soulbinders are a more recent addition to the game, we feel that they provide a necessary service for players at all levels who can't bind themselves in a new town.

Q: What are these Noble Exchange Merchants?

Nobles are a recent addition to the game that are meant to allow players to make very large value transfers (over two million platinum) that weren't possible before. While we don't expect them to be needed for that purpose on Agnarr, most of the Noble Exchange NPCs already existed in the world and they now allow players to send and receive parcels in addition to their service as merchants.

Q: There are NPCs up that were added for later quests. Is this okay?

Yes, even though many NPCs have been added to the game for quests that are not yet available (including epic quests), we have not removed most of the NPCs that exist for those quest purposes in the original continents. You're free to "pre-loot" as many items as you wish.

Q: Sometimes I click on the blue text when I talk to an NPC but they don't respond?

In original EverQuest content, many NPCs did not tell you exactly what they would respond to. Although we have added brackets that should lead you to the correct phrase, in some cases you will have to experiment with what you say to get a response. We have been gradually correcting these over time, so if you find any that are still not updated, please let us know on the forums.

Q: Are Race change potions available on Progression Servers?

Yes, Race change potions are available on Progression Servers. Please note that only unlocked races will be available to change to. 

Q: I think I found a bug/problem. How do I report it?

Head to the bug section of the official forums, then search for, vote up, or post your bug.

The more information you can provide, the quicker it can be confirmed and sent to us. It's also a good practice to use /bug, particularly if a specific NPC is involved. If you have that NPC targeted and check the "Send target information" box in a /bug, it helps us find and fix the problem much more quickly.

Want to discuss additional questions you have? Please do so in the Progression Server forums!

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EverQuest II

"EQ II" redirects here. For other topics, see EQ2.

2004 video game

EverQuest II is a 3Dfantasymassively multiplayer online role-playing game (MMORPG) originally developed and published by Sony Online Entertainment for Microsoft WindowsPCs and released in November 2004. It is the sequel to the original EverQuest, released five years earlier, and features updated graphics and more streamlined gameplay compared to the previous entry, as well as an abundance of voice acting with contributions from actors such as Christopher Lee and Heather Graham. In February 2015, Sony Online Entertainment's parent corporation Sony Computer Entertainment sold it to investment company Inception Acquisitions, where it continues to develop and publish the game under its new name, Daybreak Game Company.

The game is set in an alternate future 500 years after the events of the first EverQuest, and is meant to run alongside its predecessor without interfering with the original story. It features characters and locations from the original that have been altered by centuries of war and cataclysmic destruction. While the title did receive favorable reviews upon release, it was notably less influential to the genre than the previous installment, and it faced heavy competition from other MMORPGs, such as World of Warcraft, which was released two weeks after EverQuest II. While originally subscription-based since launch, a free-to-play version with its own dedicated server was released in July 2010 called EverQuest II Extended. In November 2011, the subscription service was cancelled in favor of making all remaining servers free-to-play with microtransactions as the revenue stream.


Within EverQuest II, each player creates a character to interact in the 3D, fictional world of Norrath. The character can adventure (complete quests, explore the world, kill monsters and gain treasures and experience) and socialize with other players. The game also has a 'tradeskill' system that allows players to create items for in-game use. 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 experience and levels, partially from players completing special tasks called Heritage quests, but primarily from guild-oriented quests and tasks called "writs," and gaining guild experience by killing epic monsters. Higher guild levels open up special rewards unavailable to non-guilded characters, and cause certain other rewards to cost less. These rewards include housing options, mounts, house items, apparel, and special titles. Although EverQuest II focuses on player versus environment (PvE), dedicated player versus player (PvP) servers were added in February 2006. EverQuest II has a heavy focus on quests—more than 6,000 exist. The EverQuest II feature set has expanded since its release in 2004.

Players must choose a 'race' when creating a character. The choice of races include human, barbarian, dwarf, erudite, ogre, iksar, troll, gnome, half elf, high elf, halfling, wood elf and dark elf (which were available in the original EverQuest) along with new options such as the Kerra (a cat-person similar to the Vah Shir of the original EverQuest), the Ratonga (a rat-like people), the Sarnak (a dragon-like people) and the Fae and Arasai (fairy-like people). The Froglok race was originally locked until a special server-wide quest was completed to make them playable. Some races are restricted to certain starting cities, based on their alignment, but can turn traitor and move to the opposing city. There are four "archetypes" in EverQuest II - Fighter, Scout, Priest and Mage. When EverQuest 2 was launched, a player chose the character's archetype during the initial character creation and then chose a 'class' at level 10 and a 'sub-class' at level 20. This system was changed in 2006 so that a character's final class is chosen at creation.[citation needed]

Acquisition of equipment is a major focus of character progression. EverQuest II has no experience loss or lost levels from dying. Upon death, characters respawn with their gear intact at specific revival locations, with a minor experience debt to be repaid. Gear is fully functional until its condition runs out after 10 consecutive deaths, and is repaired to 100% for a fee.[citation needed] Players can form groups of up to 6 players, or raids of up to 24 players (i.e., four groups). Monster encounters are classified into corresponding categories of difficulty, and tend to drop corresponding tiers of treasure. Player interaction is encouraged by integrated voice chat, a built-in mail system, global chat channels, and a global marketplace. A looking-for-group tool is provided for adventurers, and looking-for-work for crafters. EverQuest II has strong support for guilds. Each guild has an experience bar and earns guild levels (up to 150). The guild gains experience when its members perform tasks that earn city status. Higher guild levels unlock new items, mounts, houses, guild halls, and other privileges for its members. Guilds get a hosted website and forum, as well as a guild bank with officer controls. Guild recruitment tools are integrated into the game. Players can also maintain houses. A secure commission system allows players to sell their crafting skills to other players, or use the common market system to sell finished items.


EverQuest II is set five hundred years after the events of The Planes of Power storyline of the original EverQuest game in an alternate universe.

According to The book of Zebuxoruk during the events The Planes of Power many gods were killed. In an effort to undo this, Druzzil Ro cast a spell to reverse time to stop their deaths and prevent the freeing of Zebuxoruk. What happened instead was a new universe was created. In one universe Druzzil Ro succeeded and the events of plane of time never happened. In the Everquest 2 universe, the spell failed. This meant the death of many of the gods along with the freeing of Zebuxoruk remained. Zebuxoruk himself, although free in this universe was not fully separated from his counterpart in the other universe and was left in a confused and dazed state as he was aware of both universes and in both at the same time.

The gods withdrew from the world due to the deaths of too many gods at the end of the plane of time left all of them weak. The gods would need time to recover at the cost of their much of planes. (Some ceased to exist such as the Plane of Sky, while others were just shards of their former existence) The gods also needed to stop the organized mortal incursions into their planes. To do this, the gods chose npcs to be their avatars and then retreated to their planes removing their direct influence on Norrath after setting in motion several events.

On Norrath itself, Dark Elves and the Orcs destroyed much of Faydwer; while the Ogres, Goblins, Orcs, and Giants ravaged Antonica. Transport and communication to the moon Luclin were cut off. The storyline says that 100 years ago, the continent of Antonica was ripped apart into smaller islands, which are now called the Shattered Lands. The oceans became impassible, preventing contact between the continents of Norrath. Fifteen years ago, the moon Luclin exploded, and parts of the shattered moon remain in the sky.

EverQuest II is set in what is called the "Age of Destiny" on the world of Norrath, 500 years later than the setting of the original EverQuest. The game world has been drastically affected by several cataclysms (see Story, above) since the original EverQuest. The planes have closed, the gods temporarily left, and the moon Luclin has been destroyed (and partially rained onto the face of Norrath). Remnants from the original EverQuest's Norrath can be found throughout the Shattered Lands. Players can ride trained griffons on predetermined routes over the Shattered Lands, or acquire a horse, flying carpet, warg, rhino or a floating disk so that they can travel more swiftly throughout much of the game world.


SOE markets EverQuest II not as a direct sequel, but as a "parallel universe" to the original EverQuest. It is set in an alternate future of the original game's setting, having diverged at the conclusion of the Planes of Power expansion (the lore is explained in an in-game book). This allows both development teams to pursue whatever direction they want to take without impacting the other, and allows players of the original EverQuest to continue receiving updates without forcing players down a specific path. In that sense, they are two completely separate games bound together by name only. Players of the original EverQuest will find many familiar places and characters, as well as "heritage items" that are similar in name and function to items known from EverQuest and can be gained via heritage quests.

In Europe, the game was published by Ubisoft, followed by Koch Media. As of 2010 it lacks any European publisher and is distributed in Europe only as a digital download.

In February 2005, EverQuest II began allowing players to place an order for pizza delivery from within the game, with a simple and easy command typed into the chat bar, "/pizza".[1] This promotion has since ended, but generated significant press for the game.

In June 2005, SOE introduced Station Exchange to EverQuest II. Station Exchange is an official auction system—only on designated servers—allowing real money to be transferred for in-game money, items or characters.

In March 2006, SOE announced that it would end its Chinese/Korean operations for EverQuest II, which were being supported in the region by Gamania. The beta period for the game in China/Korea ended on 29 March, and on 30 March, all Chinese/Korean accounts were moved to the US servers of the game.

In July 2007, SOE introduced magazine EQuinox, which is the official magazine of EverQuest II. The release date of this magazine was 9 August 2007.

In December 2008, SOE introduced Station Cash, a real-money trading (RMT) feature.[citation needed]

in January 2009, SOE together with Valve made EverQuest II available on Steam.[2]

In July 2010 SOE announced a separate version of EverQuest II called EverQuest II Extended.EverQuest II Extended is a free to play version of EverQuest II funded by micro-transactions or optional subscription play. The free to play version was run on a separate server from the subscription servers.[3]

In November 2011 SOE announced EverQuest II was going free to play following a similar path as EverQuest II Extended. As of December 6, 2011, with the release of GU62 and Age of Discovery, EverQuest II updated from being a subscription based game to a free to play title with subscription optional.

At the end of October 2012, Krono was added as an experiment. Krono work like the Plex currency in EVE Online: it allows players to buy an in-game item for real money that adds 30 days of Gold subscription to the account. Krono can also be traded between players, sold via the Broker or gifted to another player's account. Krono is also a much safer way of purchasing game time than purchasing SC cards from players in the game, which may or may not sell you a valid code. [4]


A small number of NPCs use actual voices. The actors used for these parts included Hollywood stars such as Heather Graham (as Queen Antonia Bayle), Christopher Lee (as Overlord Lucan D'Lere) and Minnie Driver (as 'Dancer'). Wil Wheaton, Dwight Schultz, Richard Horvitz, Alan Dale and Danica McKellar are also part of the cast. According to SOE, in October 2004, EverQuest II featured 130 hours of spoken dialog recorded by 266 voice actors.[5] More dialog has been added since release as part of regular game updates. In September 2005, EverQuest II: Desert of Flames added player voice emotes. Also features voice actors Peter Renaday, Colleen O'Shaughnessey, and Nick Jameson.[citation needed]

The music for the game, over ninety minutes' worth, was composed by Emmy-award-winning composer Laura Karpman and recorded by the FILMharmonic Orchestra Prague under her direction. Karpman has said of the music in the game: "Every place has a theme, its own separate, unique feeling - from a quasi-African savanna to a Babylonian city. Every cue in EverQuest II, with the exception of the attack cues, is like a main title of a movie. A more cinematic experience for the player was one of our goals." Purchasers of the EverQuest II Collector's Edition received a soundtrack CD as part of the package. The expansions, Echoes of Faydwer and Rise of Kunark, included many themes from the corresponding zones in the original EverQuest, arranged by Inon Zur. With the Rise of Kunark expansion came a major update to the combat music. A new system was added with 14 contextual combat themes. The strength of the enemy or enemies and tide of the battle determine the tone of the combat music. The previous combat music consisted of just a few linear pieces.[citation needed]


Main article: EverQuest II expansions

Title Type Release date
The Bloodline ChroniclesAdventure PackMarch 21, 2005
The Splitpaw SagaAdventure PackJune 28, 2005
Desert of FlamesExpansionSeptember 13, 2005
Kingdom of SkyExpansionFebruary 21, 2006
The Fallen DynastyAdventure PackJune 14, 2006
Echoes of FaydwerExpansionNovember 14, 2006
Rise of KunarkExpansionNovember 13, 2007
The Shadow OdysseyExpansionNovember 18, 2008[6]
Sentinel's FateExpansionFebruary 16, 2010[7]
Destiny of VeliousExpansionFebruary 21, 2011
Age of DiscoveryFeature ExpansionDecember 6, 2011
Chains of EternityExpansionNovember 13, 2012
Tears of VeeshanExpansionNovember 12, 2013
Altar of MaliceExpansionNovember 11, 2014[8]
Rum CellarAdventure PackApril 28, 2015[9]
Terrors of ThalumbraExpansionNovember 17, 2015
Kunark AscendingExpansionNovember 15, 2016
Planes of ProphecyExpansionNovember 28, 2017
Chaos DescendingExpansionNovember 13, 2018
Blood of LuclinExpansionDecember 17, 2019[10]
Reign of ShadowsExpansionDecember 15, 2020[11]
Visions of VetroviaExpansionTBA[12]

With EverQuest II, Sony Online Entertainment introduced the concept of Adventure Packs (an innovation created by Sean Kauppinen, who was the head of international Product PR at the time). Adventure Packs are meant to be smaller "mini-expansions" to the game, adding a plot line with several zones, new creatures and items to the game via digital download. These smaller Adventure Packs come with a smaller fee ranging from US$4.99 to US$7.99. However, recently the development team has decided to release free zones and content instead of making adventure packs. Some recent releases include a new starting city, Neriak, with a new starting race, Arasai;[13] and new high level dungeons, The Throne of New Tunaria[14] and the Estate of Unrest.[15]

Similar to other games, expansions can be bought in stores or downloaded through a digital service. The retail versions often come packaged with a bonus feature such as a creature that the player can put in their in-game house. Expansions generally introduce many new zones with new plot lines, features, creatures, items, cities and often come with a boost in the level cap or a new player race. Currently, all players have been given the expansions preceding Destiny of Velious as part of the base game. Access to levels above 92 and their respective zones require the purchase of the Tears of Veeshan expansion, which includes the previous Chains of Eternity expansion. Free to Play accounts have access to the same areas as subscription accounts, but have certain restrictions in place. Many of the free to play restrictions have been removed, including bag slot restrictions, coin restrictions, quest journal limits, race and class restrictions, and gear restrictions. However, other restrictions such as the inability to buy or sell items on the broker as a free player, having spell tier restrictions, and being unable to move the alternate advancement slider remain.[citation needed]

  • EverQuest II: East was created for the East Asian market (mainland China, Taiwan, South Korea) but it was terminated as a separate edition on 29 March 2006. EverQuest II: East players were moved to standard servers. The special character models created for the game had already been included in the standard edition as a client-side option since 2005.
  • EverQuest II Extended - In early 2010, Sony Online Entertainment consulted the EverQuest II player population to determine the extent of support for adding a free-to-play model to EverQuest II. The resulting product, EverQuest II Extended, was unveiled in the summer at FanFaire 2010. A significant Game Update coincided with the beta release of EverQuest II Extended, which revamped the game's user interface and newbie experience and revised many of the previous rules related to character creation. In December 2011, free-to-play access was added to the existing EverQuest II Extended servers and the former EverQuest II Extended Freeport server was added among them.

Scholarly research[edit]

EverQuest II has been used by academics to study a variety of phenomena; for example, that virtual economic behavior in EverQuest II follows real-world patterns in terms of production, consumption and money supply;[16] and observations that less than one percent (0.43%) of all the players are Platinum Farmers and more than three quarters (77.66%) of all Platinum Farmers are Chinese.[17]



EverQuest II had mostly positive reception from critics, earning an 83 out of 100 average score from aggregate review website Metacritic.[18] Many reviewers compared the title to the original EverQuest, which was viewed as one of the best and most influential examples of the genre.[22][23] Greg Kasavin of GameSpot remarked that "while EverQuest II isn't the massive step for the genre that its predecessor was, it can still be a fun and addictive online role-playing experience that has a lot to offer new and experienced players alike."[22] Mario Lopez of GameSpy commented that it was "much more inviting, convenient, and forgiving" relative to the first game, but that it was less groundbreaking. The reviewer would find that the breadth of voice acting, however, was its biggest advancement, saying "the only aspect of it that borders on revolutionary is related to its presentation--specifically, its audio."[23] Lopez would ultimately declare that EverQuest II was "extremely fun to play, frequently rewarding, and designed with just the right amount of user convenience in mind."[23]

The game's presentation and photorealistic graphics were often praised, with Computer and Video Games declaring "There are off-line games equally or even more spectacular in immediate scenery or character models, but what game can offer such outrageous landscapes on such a grandiose scale?"[19]Computer Games Magazine similarly felt that the game's setting was "A brilliantly reworked world with technology to die for."[27] According to GameSpot, however, the high system requirements of the title meant that performance issues were common, and that a player would need a "monster system" in order to experience the game in its highest quality. Kasavin would additionally comment that "Presumably, the developers of this engine were thinking ahead toward the computers of the future when they built EverQuest II's technology, but this game's visuals aren't so incredibly impressive that they seem to justify the extreme system requirements."[22] Steve Butts of IGN likewise found that attempting to play the game on high graphic settings resulted in "terrible performance," but that a consistent frame-rate with good graphics was possible with an appropriate gaming computer.[24] While the editor was "not as huge a fan" of the title's visual style, he commended its high level of detail, adding "If you like the photorealistic style, you simply can't do better than EverQuest 2 in terms of graphics."[24]

EverQuest II was nominated for "Best Massively Multiplayer Online Game" in GameSpot's Best and Worst of 2004 awards, and was runner-up for "Best Persistent World Game" in IGN's Best of 2004 awards, losing both to World of Warcraft.[28][29]Computer Games Magazine named it the seventh-best computer game of 2004, with its editors declaring it an improvement "upon not only its own predecessor, but just about every predecessor out there".[30]GameSpy granted EQII the title of "Most Improved Game" during its 2006 annual PC awards due to the addition of PvP servers and the release of the Echoes of Faydwer expansion that same year.[31] After adopting a free-to-play model in 2011, the title was named "Best Bang for the Buck" in Massively's annual awards that same year.[32]

Sales and subscriptions[edit]

EverQuest II reached 100,000 active accounts within 24 hours of release, which grew to over 300,000 two months later in January 2005.[33] As of 2012, the game had an estimated subscriber peak of 325,000 achieved sometime in 2005.[34] As of September 30, 2020, EverQuest II had 21,000 subscribers and 29,000 monthly active players.[35]

East Asian version[edit]

2005 video game

EverQuest II: East (Simplified Chinese: "无尽的任务2: 东方版; Traditional Chinese: "無盡的任務2: 東方版"; Korean: "에버퀘스트2: 이스트") is an alternate edition of EverQuest II, that was developed for the China, Taiwan and South Korea markets. Sony Online Entertainment developed and shipped EverQuest II: East to East Asia on April 2005. There are some proprietary missions for EverQuest II: East. Sony Online Entertainment developed a separated character model for EverQuest II: East called "SOGA Model", which it also imported to origin version on LiveUpdate 16 on November 9, 2005.

EverQuest II: East uses settings very similar to those from the original version, Gamania and SOE added some entities and quests only for Eastern Version, unlike Sony's server. In EverQuest II: East, players can name their character in their local language. In EverQuest II: East, most dialogue continued to use English, except the novice tutorial. Gamania localized the novice tutorials as a special feature of EverQuest II: East.

Because of the bad reputation of localization, EverQuest II: East failed in Asia. Gamania declared its termination on March 29, 2006. See The business status of Original. All Chinese accounts were transferred to the Mistmoore server, all Taiwanese accounts to the Najena server and all Korean accounts to Unrest.


  1. ^"EverQuest II - /pizza". Archived from the original on April 28, 2005.
  2. ^As reported on news archive[permanent dead link]
  3. ^"EverQuest II Extended FAQ". Archived from the original on 2010-09-22.
  4. ^"Krono are Now Available!".
  5. ^
  6. ^"EverQuest II Players - The Shadow Odyssey". Archived from the original on 2008-08-19.
  7. ^"Sentinels Fate -new expansion announced". Archived from the original on 2009-06-29.
  8. ^"SOE Live 2014: EverQuest II's Altar of Malice expansion and a new playable race". Archived from the original on 2014-10-11. Retrieved 2014-09-24.
  9. ^Feldon (April 21, 2015). "Rum Cellar Highlights: What You Need to Know". EQ2Wire. Retrieved November 3, 2018.
  10. ^Royce, Bree (November 27, 2019). "Daybreak announces December launch dates for EverQuest's Torment of Velious and EverQuest II's Blood of Luclin". Massively Overpowered. Retrieved November 30, 2019.
  11. ^"Reign of Shadows launches December 15!". EverQuest II Official Website. December 1, 2020. Retrieved December 1, 2020.
  12. ^"The Expedition Begins!". EverQuest II Official Website. September 14, 2021. Retrieved October 11, 2021.
  13. ^"EverQuest II Players - Game Update #35". Archived from the original on 2007-10-11.
  14. ^"EverQuest II : Game Update 36 Peek and Screenshots -".
  15. ^"EverQuest II Players - Game Update #32". Archived from the original on 2007-10-11.
  16. ^Castronova, E, Williams D, Shen C, Ratan R, Xiong L, Huang Y, Keegan B. 2009. As real as real? Macroeconomic behavior in a large-scale virtual world New Media & Society. 11:685-707.
  17. ^Muhammad Aurangzeb Ahmad, Brain Keegan, Jaideep Srivastava, Dmitri Williams, Noshir Contractor, “Mining for Gold Farmers: Automatic Detection of Deviant Players in MMOGS” Proceedings of the 2009 IEEE Social Computing (SocialCom-09). Symposium on Social Intelligence and Networking (SIN-09). Vancouver, Canada, August 29–31, 2009.
  18. ^ ab"EverQuest II for PC Reviews". Metacritic. Retrieved October 15, 2018.
  19. ^ abBacon, Elvis (November 26, 2004). "PC Review: EverQuest II". Computer and Video Games. Archived from the original on January 25, 2007. Retrieved October 15, 2018.
  20. ^Star Dingo (December 16, 2004). "EverQuest II Review for PC". GamePro. Archived from the original on January 13, 2005. Retrieved October 15, 2018.
  21. ^"Everquest II Review". Game Informer. GameStop Corporation: 85. February 2005.
  22. ^ abcdKasavin, Greg (November 17, 2004). "EverQuest Review". GameSpot. Retrieved October 15, 2018.
  23. ^ abcdLopez, Miguel (November 22, 2004). "GameSpy: EverQuest II - Page 1". GameSpy. Retrieved October 15, 2018.
  24. ^ abcButts, Steve (November 29, 2004). "EverQuest 2". IGN. Retrieved October 15, 2018.
  25. ^"Everquest Review". PC Gamer. February 2005. p. 76.
  26. ^"EverQuest II Review". Play: 76. January 2005.
  27. ^"EverQuest II Review". Computer Games Magazine (172): 66. March 2005.
  28. ^Thorsen, Tor (December 17, 2004). "GameSpot's Best and Worst of 2004 Awards kick off Friday". GameSpot. Retrieved October 15, 2018.
  29. ^" Presents The Best of 2004". IGN. Archived from the original on February 6, 2005. Retrieved October 15, 2018.
  30. ^Staff (March 2005). "The Best of 2004; The 14th Annual Computer Games Awards". Computer Games Magazine (172): 48–56.
  31. ^"GameSpy's Game of the Year 2006". GameSpy. Archived from the original on January 2, 2007. Retrieved October 22, 2019..
  32. ^Schuster, Shawn (December 31, 2011). "Massively's Best of 2011 Awards". Engadget. Retrieved October 15, 2018.
  33. ^"Readme: Everquest Milestones". Archived from the original on October 28, 2018. Retrieved October 27, 2018.
  34. ^Ivory, James D. (2012). Virtual Lives: A Reference Handbook. ABC CLIO, LLC. p. 154. ISBN .
  35. ^Yin-Poole, Wesley (2020-12-05). "EverQuest is bigger than EverQuest 2". Eurogamer. Retrieved 2021-02-06.

External links[edit]

EQ2 Decorating with Luna: Luna's Art Archive Project ~ Decadence Guild Hall




EvolutionZof Maj'Dul

Lvl 350 guild. Raids are Mon, Wed & Thur 6-8pm EST. Casual and Raiders welcome.




Guild XP:

417 (208 accounts)




We enjoy doing raids

Good Aligned


We play at odd hours

We are seeking Fighters, Priests, Scouts, Mages, Crafters of any level.
We also offer training to new players.


Evolution is a RoS raid progression guild.

Currently recruiting:
Exceptional players
Back-up all roles.

Raids are 6:00-8:00pm est, Mon, Tue and Thurs.

Cloak Game Link:


RankNameAdventure (Level)Tradeskill (Level)JoinedStatus
Ajantis Paladin (105) Carpenter (100)2013-04-14 16:02:091,807,261
Bealeb Ranger (110) Woodworker (110)2013-03-21 11:22:3919,485,768
Cruno Mystic (110) Armorer (110)2013-05-06 08:24:331,081,866
Lumesta Channeler (100) Provisioner (95)2017-11-15 13:02:2176,475
Smason Berserker (120) Alchemist (120)2017-12-02 21:59:5736,511,105
Togin Defiler (120) Sage (120)2013-04-08 16:15:25164,385,720
Yottik Beastlord (100) Provisioner (100)2017-05-19 07:45:31225,500
Alderin Swashbuckler (120) Tailor (120)2017-09-19 17:35:36137,908,069
Fabricius Monk (120) Tailor (120)2017-01-18 17:41:35281,998,531
Taled Guardian (120) Provisioner (120)2020-08-27 17:50:4657,514,836
Aemilius Berserker (120) Woodworker (120)2019-03-16 19:17:291,835,355
Amairgin Troubador (100) Unskilled (1)2013-04-25 12:09:4120,734
Amantius Defiler (100) Unskilled (1)2018-09-30 20:05:52360,000
Arminius Conjuror (110) Jeweler (110)2017-12-13 08:01:3618,556,605
Ashemi Bruiser (100) Craftsman (14)2011-04-15 21:43:44554,445
Atillius Beastlord (120) Armorer (120)2019-03-16 19:15:3714,974,024
Atius Dirge (100) Jeweler (120)2018-08-19 16:53:175,705,527
Badou Ranger (47) Tailor (56)2017-08-28 17:45:080
Baskal Ranger (110) Alchemist (110)2017-05-10 22:46:123,994,573
Benji Ranger (110) Unskilled (1)2018-11-26 22:14:40348,296

Eq2 guild progress

The following are special City Tasks, available to guilds as they progress, that are designed to help new guilds learn how to raid. All of these are x2 raids, that is, they are designed for a raid force of 12 players.

Speak to Royal Accountant Fowler in Qeynos Harbor, or City Registrar Glamis in East Freeport to obtain these quests. A door next to the Portal Master will take your guild to the quest zone, eliminating the need to travel.

You may enter the special instances for these raids by traveling to the zone entrance, or you may speak to the Portal Master standing near the quest giver and click on the door next to him to travel instantly to the entrance.

These quests do NOT require that every member of the raid force have the quest, or even be in the same guild, but the following rules DO apply:

  • At least one player must be from a guild that is eligible for the quest and has all the pre-requisite raid quests done. That player must be the one to use the Portal/Door and zone the raid in.
  • If the raid force is of mixed alignment, there must be at least one person from Qeynos, and one from Freeport, who is eligible for and has the quest (in other words, has done any pre-requisite quests first so they can get the one). One of these 2 must use the Portal/Door and zone the raid in.

You must complete the Raids in order as they become available, then you may go back and repeat them as you please.

  1. Guild Level 5:A Bold Confrontation
  2. Guild Level 10:A Daring Confrontation
  3. Guild Level 15:A Gallant Confrontation
  4. Guild Level 20:A Noble Confrontation
  5. Guild Level 25:A Heroic Confrontation
  6. Guild Level 30:A Lordly Confrontation

Molds and patterns drop on these raids; examine them for a quest to see a City Quartermaster and receive a piece of armor.

Categories: EQ2 City Task Quests | EQ2 Raids | EverQuest II

This page last modified 2010-06-11 11:18:31.

There are 10 articles in this category.

Namespace: Eq2 Quest

EVERQUEST 2 - RAID progression - King Drayek - The Vision of Vox - Captain Graul Anashite #017

Heritage Quests and Guild Quests

I personally was a huge fan of EQ2 back in its prime and enjoyed a lot of the systems available from what I at least remember and got to experience.

With that, I wanted to get some input from everyone on their thoughts of certain quest system(s) they would like to see in Ashes while sharing some examples of what I previously enjoyed and wouldn't mind seeing newly created systems of similar things in Ashes.

Heritage Questsin EQ2 were very long and challenging. Normally involving some type of raid tier enemy or enemies , but very rewarding quests that would give players:
  • Alternate Attribute points (skill points to augment your character in various ways)
  • Loads of guild experience/reputation
  • Some prestigious item based reward like an epic weapon/armor/jewelry - house items etc.

Guild Questsin EQ2 involved numerous ways to bring the guild together to explore various content to help the guild progress. Crafting / Killing Writs (having to craft/kill x amount of x in x time) are mainly what I can recall but I feel like there was more. Other games have offered some good - decent guild mission type activities that were great to do together for a goal that benefited everyone, but I didn't want to make some crazy long list..

Now obviously a good community can create various activities to keep their small community engaged with one another, but I don't think it is a negative thing if there are mechanics within the game that influence that to happen naturally through various progression paths beyond dungeons / raids / pvp.

What are your thoughts? What quest systems would you like to see in Ashes? What are some examples of games you played or are currently playing?



Now discussing:

EverQuest’s long, strange 20-year trip still has no end in sight

EQ was my first real MMO, and to this day, nothing else has ever compared to that experience. I stopped playing when the game became too big and too easy, and the 'old world' was completely forgotten. I'm not mad at the game for it, you have to keep improving to keep people interested. But the feeling just wasn't there anymore.

EQ2 when it launched was pretty good, but also just not the same.

No mention of Brad McQuaid in the article, but I also played his post-EQ game, Vanguard. That was actually very intriguing and captivating at launch too, but the late game fell apart and it was clear the game shipped long before it was finished.

Yes, I also took a turn at WoW, and enjoyed it for a time as well.

But nothing compared to the challenge of those early years of EQ, and the way people had to work together, and the communities that developed.

One more thing.


The tank’s (warrior, paladin, or shadow knight) job was to get the attention of the monster you are fighting (known as “holding agro”) while the damage dealers like rangers, monks, and rogues did as much damage as possible. Casters would cast magical damaging spells while priests healed the group. It’s an ages-old formula everyone has followed—search, fight, level up, repeat.

EQ added an additional couple wrinkles to this. It wasn't purely tank and spank and heal. Crowd control and force multipliers were a legitimate thing. Entire classes existed and excelled at these wrinkles to the formula - namely Bards and Enchanters. Mezzes, roots, stuns, charms, were all legitimate pieces of the puzzle that made the grouping/raiding experience so much more intricate, challenging, and fun.

Edit to add: I still return to the Project 1999 emulator every so often to this day, to get my dose of early years EQ. For anyone interested in recreating that experience, it's the closest you will ever get.

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