- Name
- EverQuest
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- EverQuest (Game)
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Overview
EverQuest is primarily a fantasy-based massively multiplayer role-playing game franchise. The original game, EverQuest (Game), was released on March 16, 1999 for PC and
set the standard for the genre. For over twenty-four years, the original game has continued to be supported by
players thanks in part to twenty-eight separate expansion packs.
A PlayStation 2 (Platform) version, EverQuest Online Adventures (Game) was
released in 2003, which takes place in the same world of Norrath (Location), but 500 years in prior to the events of the PC game.
In 2004, a true sequel was released, which takes place 500 years after the events of the original. EverQuest II (Game) has since seen fourteen of its own
expansion packs.
The franchise has also seen several spin-off games including a pair of hack-n-slash RPG's for PlayStation 2, an RTS
title for PC, an online CCG, and several pocket PC games. A third proper EverQuest game, known as EverQuest Next (Game), was announced in
August 2010 but was cancelled before release.
EverQuest
March 16, 1999
The original game pioneered the MMORPG genre in terms of 3D persistent worlds and subscription based play. Ultima Online (Game) came before it, but it was EverQuest
that brought the pay-to-play concept to the
mainstream. The game featured forteen playable classes, twelve playable races, and over one hundred unique zones to explore in the fantasy world of Norrath (Location). Many of the concepts introduced in the game have
become standard in almost every MMO released afterward.
April 25, 2000
The first expansion pack to EverQuest was met with rave reviews both critically and from the players. Among the
highlights were the increase of the level cap from 50 to
60, the introduction of a new playable race with the Iksar (Concept),
and a new continent (Kunark (Location)) to explore including over
twenty new zones. Arguably the most popular addition though was the class-based epic weapon quests. To complete
these multi-step quests, a player had to invest large amounts of time, and seek out extensive assistance from other
players.
December 5, 2000
The second expansion to EverQuest was intended almost exclusively for high level players. It introduced a new
continent, Velious (Location), including nineteen new zones to
explore. Also included were all-new armor designs that gave most of the equipment found in the expansion a unique
look. The gameplay revolved around the players and guilds making a choice between three different factions (Dwarves, Giants (Concept), or Dragons) to join
in an ongoing war for domination of the icy continent.
December 4, 2001
The third expansion to EverQuest brought new content to players of all levels. Travel to Luclin, one of two moons
that revolve around Norrath (Location), introduced twenty four new
zones to explore. It also introduced a new playable race (Vah
Shir), a new playable class (Beastlords), and
player-owned horses. To entice level 60 players to keep
grinding, Luclin introduced Alternate Advancement abilities which allowed players to toggle to a separate experience
pool that would earn them points towards purchasing new skills. The most notable change to the game was a completely
overhauled graphics engine that included all new character models for all of the playable races.
October 29, 2002
The fourth expansion for EverQuest took players to the realms of the gods. Although players had already experienced
encounters with several of the game's gods, this expansion
introduced over twenty new planar zones. More so than any previous expansions, PoP had an overarching story that
unfolded as players advanced through the different tiers of planes by defeating certain deities. The most notable,
or infamous, addition was a zone called the Plane of Knowledge, which included portals to every city in the game,
making travel throughout Norrath (Location) virtually trivial. The level cap also increased from 60 to 65.
February 25, 2003
The fifth expansion to EverQuest was smaller than the previous four, but added several new features that had long
been requested by the player base. A handful of new zones were added to the game in the way of the Broken Skull
islands off the southern coast of Antonica (Location). Frogloks (Concept), a race of frog-like people, were added as a
playable race. Players who purchased the expansion also received an increased size in their bank space by double,
the ability to purchase armor dye, and a new armor slot
for Charms. A new guild management system and a cartography feature that allowed players to have in-game maps for the first time
were also implemented.
September 9, 2003
The sixth expansion to EverQuest introduced the concept of instanced zones, which meant that each group entering a given dungeon would have
their own instance of that dungeon to themselves rather than battling for content with other groups. Five different
dungeons were added, including forty eight different variations. Players were even able to select the difficulty of the mission they selected, which
would also determine the rewards for completing the mission. Augments were also introduced, making virtually every
piece of equipment in the game customizable.
February 10, 2004
The seventh expansion to EverQuest added yet another accessible continent to the world of Norrath (Location). Taelosia added twenty new zones for players to
explore, half of which were instanced. A new playable
class, the Berserkers (Concept) were also introduced. New
Alternative Advancement abilities based on leadership (groups and/or raids) gave players more on-screen info and
statistics than ever before. And the tradeskill system was
completely overhauled with a brand new interface.
September 14, 2004
The eighth expansion to EverQuest took players to completely different world known as Kuua. For the first time since
the Ruins of Kunark, players could
embark on epic weapon quests specific to their class. A new task system was implemented in order to provide
bite-sized quests for solo players to do when not in a group. Players could also select titles for their character
based on feats they'd accomplished either in battle or in their tradeskill profession. The level cap was also increased from 65 to 70.
February 15, 2005
The ninth expansion to EverQuest introduced many new zones to the continent of Antonica (Location) and gave players the option of entering an instanced version or
non-instanced version of many of them. New features included a new Guild Hall, which was an instanced zone for a
player's guild that featured a bank, vendors, and portals to many places throughout the game world. Changes to the user interface
included a bandolier that allowed players to quickly swap out weapon sets, a potion belt to quickly access ailments,
and a mail system that allowed players to send messages and items to others who were on or offline.
September 13, 2005
The tenth expansion to EverQuest began a storyline involving one the most mythical characters in the game's history,
Mayong Mistmoore. This storyline lasted for the next several expansions. New features to the game included Monster
Missions, which allowed players to temporarily take the role of creatures; Spirit Shrouds, which allowed players to
temporarily lower their level to join lower level players; and items and equipment that earned experience and
evolved.
February 21, 2006
The eleventh expansion to EverQuest took players through time to learn the secrets required to battle Mayong
Mistmoore. New features to the game included player-set traps,
buff filters that allowed players to permanently block buffs they do not need, destructible objects such as walls, and
increased bank space. Also, Freeport (Location) and the surrounding
areas (Commonlands and Desert of Ro) were given a complete revamp with new graphics.
September 19, 2006
The twelfth expansion to EverQuest led players into a previously undiscovered portion of Antonica (Location) and introduced a new race, the Drakkin (Concept). The Drakkin are a hybrid race of Humans or Elves infused with dragon
blood. Also, the level cap was increased from 70 to 75.
Other notable features included a new regen system
that limited down time between combat, a new Corruption resistance stat, and a new tag on items related to quests.
February 13, 2007
The thirteenth expansion to EverQuest brought about the conclusion of the Mayong Mistmoore storyline. One of the key
new features to the game were Guild Banners, which were fully customizable and allowed players to members to
teleport directly to their guildmates from the Guild Hall. Another new feature was Fellowships, which allowed
members of a guild to create cliques of up to nine people. A new equipment slot was also added for power sources
that would increase the effectiveness of certain items.
November 14, 2007
The forteenth expansion to EverQuest took players to an ancient, unexplored region of Faydwer (Location) to do battle with the maniacal gnome necromancer,
Meldrath, as well as discover what became of Kerafyrm (The Sleeper) after his escape from Velious (Location). Among the changes to the game were an increased
level cap from 75 to 80 and around 250 new alternate
advancement abilities per class. A whole new attributes system was implemented as well, known as Heroic Stats, which
enhanced players' base stats of strength, stamina, dexterity, intelligence, wisdom, and charisma.
October 21, 2008
The fifteenth expansion to EverQuest took players on a journey through time and space to save the world once again
from an invasion from the realm of Discord. Twenty new zones were added that spanned the history of Norrath (Location) during the pivotal events that could greatly affect
the future. The level cap once again increased, now to
85, and players could now hire mercenaries (tanks or
healers) to accompany them in soloing or to fill an open group spot.
December 15, 2009
The sixteenth expansion to EverQuest opened up the realm of Brell Serilis (Character), which had long-been rumored to be behind the gate at the bottom of
The Hole. The biggest new feature to the game was an Expansion Progression window, which worked very similar to achievements. A new focus targetting system was added
making it easier for players to monitor multiple targets simultaneously. And dozens of new weapon models were added,
which gave most of the equipment found in Underfoot a unique look.
October 12, 2010
The seventeenth expansion to EverQuest brought players back to the original god encounter of the game, Cazic-Thule the Faceless. Along with over a dozen
new zones and yet another level cap increase, from 85 to 90, there were several other additions to the game. Player housing allowed players to have their
own personal homes with the ability to display trophies, decorations, and achievements.
November 15, 2011
The eighteenth expansion to EverQuest introduced new features such as a mail system for sending items and money to
players whether online or not, improvements to the UI including hotbars, and more highly customizable guild halls.
Guilds could also assign new ranks to members other than just leader and officer. Of course there were also twelve
new zones, thirteen new raid targets, over 100 new quests, over 500 new spells, and 800 new AA abilities.
November 28, 2012
The nineteenth expansion to EverQuest sent players all around Norrath (Location) to encounter old foes who had gained new powers thanks to the magical shards
that had rained down around the world. The level cap increased to 100 and a new aggro meter was implemented that
allowed players to directly see if they were gaining attention in battles. A new system was implemented to earn
visible titles on player names. And, after a decade, players could now sell their wares in The Bazaar (Location) without having to leave their character
online.
October 8, 2013
The twentieth expansion to EverQuest took players to an alternate reality after a rift opened the Western Plains of Karana. New mercenary
abilities and gear were added to better allow for soloing content. Heroic Adventures were created as repeatable
missions with randomly generated experiences and loot. And shared bank slots increased allowing players more options
to transfer items between characters on their account.
October 28, 2014
The twenty-first expansion to EverQuest sends adventurers back to The Buried Sea (Location) to assist Firiona Vie (Character) in a new battle with Lanys T'Vyl in an attempt to save the Combine Empire's leader, Tsaph Katta. The
level cap was raised once again to 105 and a new keyring was implemented for mounts, which allowed players more
easily deploy mounts without taking up extra inventory slots.
November 19, 2015
The twenty-second expansion to EverQuest sends adventurers back to the planes of the gods to battle one of the
pantheons newest members, Anashti Sul (Character), who is
attempting to claim The Plane of Health. New features included level scaling raids that allowed players to return to
the original two planes in the game; Plane of Hate (Location)
and Plane of Fear (Location). Players were given yet another
new keyring, this time for illusion items such as masks and hoods.
November 16, 2016
The twenty-third expansion to EverQuest had players returning to the continent of Kunark (Location) as the Combine Empire's leader, Tsaph Katta, survived the collapse of Katta
Castrum beneath the sea and has now found a new home in Kunark. He plans to unite all the races of Norrath (Location) and has begun with the Sarnaks (Concept) of Chardok (Location). Seven new zones were added to the continent, the AA level cap was increased
to double the previous amount, and a new keyring for casters' familiars.
December 12, 2017
The twenty-fourth expansion to EverQuest continued the story that began in Empires of Kunark by adding another six
new zones to the western side of continent, some of which were new areas of familiar locales. The level cap was
increased once again, this time to 110. The expansion also introduced a massive update to crafting items as well as the usual amount of new spells
and AA abilities.
December 11, 2018
The twenty-fifth expansion to EverQuest has players returning to the elemental Planes of Power as the djinn of Eryslai, the Kingdom of Wind and the efreeti of Doomfire, the Burning Lands have gone to war. New features include a Luck (Concept) stat that affects currency loot, crafting success rates, critical hit damage, and other factors, but not item drops. Also added was a Faction
Window that allowed players to easily see their standing with many of the world's cities, guilds, and other groups.
December 18, 2019
The twenty-sixth expansion to EverQuest sends players back to the icy continent of Velious (Location) to investigate a mysterious plague that seems to be rising up from below the
tundra that turns any living being it touches into frost-covered zombies. The level cap was increased again to 115. All seven new zones here are
updated versions of ones found in The
Scars of Velious, but with new creatures, quests, and loot suitable for max level players as well as nine
new raids.
December 8, 2020
The twenty-seventh expansion to EverQuest continues the story that began in Torment of Velious. After defeating
Velketor the Sorcerer, adventurers continue the search for the source of the undead plague by journeying deep into the Western Wastes (Location) to confront the most ancient dragons of Norrath (Location) once again. New features included the Dragon's Hoard, which was an expanded
bank space that allowed players to store items in a sortable list rather than simply in individual containers.
December 7, 2021
The twenty-eighth expansion to EverQuest sent players to one of Norrath (Location)'s moons, Luclin (Location),
once again as rumors that the elusive Mayong
Mistmoore had been seen hiding in the shadows possibly aligning himself with the Akehvans and maybe even Luclin (Character) herself. The level cap was increased once more to
120 and players were given yet another keyring, this time for teleportation items.
December 6, 2022
The twenty-ninth expansion to EverQuest continues the story. Now, the moon is being ravaged by devastating
earthquakes. Shadow Haven (Location) has collapsed and the Vah Shir (Concept) are on the verge of losing their home city, Shar Vahl (Location). The big new convenience feature was the
Tradeskill Depot, which is a bank storage addition specifically for materials that can stack items up to 250, is
shared among all characters on an the account (per server), and allows access to the items from any tradeskill
vessel (i.e. Kiln (Object), Sewing Kit (Object), Jeweler's Kit, Pottery Wheel (Object), etc.).
December 5, 2023
The thirtieth expansion to EverQuest starts a new tale when a portal opens in the Plane of Tranquility (Location) that leads to a
secluded inn in a lush forest. This is the Realm of Heroes; an afterlife of sorts for Norrath (Location)'s greatest adventurers. Within the tavern are several doors that allow new
adventurers to relive the memories of the heroes and hopefully discover why the Realm of Heroes has become
accessible at all.
The level cap has increased to 125 and players can now
have alternate personas, which allows them to switch between classes on the same character.
December 3, 2024
The thirty-first expansion to EverQuest begins with Vulak`Aerr, the most powerful dragon in Temple of Veeshan (Location) calling out to his god for
assistance in reclaiming Norrath (Location) for dragons. The prayers are answered by a race of colossal,
four-winged dragons from another world who are here to claim the planet for themselves.
December 2025
The thirty-second expansion to EverQuest begins with the destruction of Arcstone, the Plane of Magic, and the death
of Druzzil Ro (Character). The only survivor, Firiona Vie (Character), is unconscious in the Plane of Growth (Location). A furious Solusek Ro (Character) has allied himself with Innoruuk (Character) and Rallos Zek (Character) to invade Tunare (Character)'s realm and find answers. Mithaniel Marr (Character) has come to Tunare's aid and the adventurers of Norrath (Location) are caught in the middle once again.
The level cap increases to 130 and Vah Shir (Concept) can now be Druids (Concept).
EverQuest II
November 8, 2004
Announced in 2002, the full-fledged sequel to EverQuest obviously carried a lot of hype and curiosity. The game takes
place five centuries after the events of the original EverQuest (Game) soon after a cataclysmic event that results in the destruction of Luclin,
one of two moons that revolves around Norrath. The massive pieces of the moon rained down and destroyed much of the
known world. Norrath had been changed forever and several continents were assumed lost.
September 12, 2005
The first expansion for EverQuest II.
February 21, 2006
The second expansion for EverQuest II.
November 14, 2006
The third expansion for EverQuest II.
November 13, 2007
The fourth expansion for EverQuest II.
November 18, 2008
The fifth expansion for EverQuest II.
February 16, 2010
The sixth expansion for EverQuest II.
February 8, 2011
The seventh expansion for EverQuest II.
December 6, 2011
The eighth expansion for EverQuest II.
November 13, 2012
The ninth expansion for EverQuest II.
November 12, 2013
The tenth expansion for EverQuest II.
November 11, 2014
The eleventh expansion for EverQuest II.
November 17, 2015
The twelfth expansion for EverQuest II.
November 15, 2016
The thirteenth expansion for EverQuest II.
November 28, 2017
The fourteenth expansion for EverQuest II.
November 13, 2018
The fifteenth expansion for EverQuest II.
December 17, 2019
The sixteenth expansion for EverQuest II.
December 15, 2020
The seventeenth expansion for EverQuest II.
December 1, 2021
The eighteenth expansion for EverQuest II.
November 30, 2022
The nineteenth expansion for EverQuest II.
November 28, 2023
The twentieth expansion for EverQuest II increases the level cap to 135 and features a storyline focused on the Plane of Sky (Location).
November 20, 2024
The twenty-first expansion for EverQuest II.
November 2025
The twenty-second expansion for EverQuest II.
EverQuest Next
Release Date: Canceled
Announced at the 2010 Las Vegas Fan Faire, EverQuest Next was to become the third installment of the main EverQuest
franchise. It was officially canceled in March 2016.
EverQuest Online Adventures
February 11, 2003
The franchise once again was a pioneer in the MMORPG space; this time for consoles. The PlayStation 2 (Platform) entry in the series takes place five
hundred years prior to the events of the PC game. The known world of Norrath (Location) in the game consists only of Tunaria (later known as Antonica) and features ten playable races with fifteen
classes to choose from.
EQ:OA officially shut down on March 29, 2012.
===EverQuest Online Adventures: Frontiers===
November 18, 2003
The first and only expansion to EQ:OA introduced an additional race (Ogres) and an new class (Alchemist) as well as
many new quests and quality of life upgrades.
New players could buy Frontiers without buying the original game and still access everything the game had to offer.
Future updates were all free rather than being packaged in a retail expansion.
Spin Offs
February 10, 2004
Developed by Snowblind Studios (Company) for the PlayStation 2 (Platform), this hack 'n slash RPG features five playable race/class combinations and the ability to
play cooperatively locally or online.
February 7, 2005
Released one year after the original game, this sequel takes place almost immediately following the events of the
first. The game introduces two new playable race/class combinations with the Iksar (Concept) Shaman (Concept) and the Vah Shir (Concept) Berserker. Players can also import characters from the original game and continue
the story.
September 5, 2007
Legends of Norrath was an online Collectible Card Game (CCG) developed by Sony Online Entertainment's Denver studio. While completely a completely separate
game, cards could unlock bonuses or items within EverQuest (Game) or EverQuest
II.
The game was shut down on August 17, 2016.
December 1, 2003
Lords of EverQuest is a real-time strategy game set within Norrath (Location). It was developed by Rapid Eye Entertainment (Company) and released exclusively for PC.
Mobile Games
EverQuest Pocket PC: Episode 1
January 30, 2003
EverQuest Pocket PC: Attack on Qeynos
February 4, 2003
EverQuest Pocket PC: War on Faydwer
April 30, 2003
EverQuest: Hero's Call
July 2, 2003
July 31, 2013
Games
