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EXPANSIONS
Do I have to buy the expansions?
No, all the expansions operate
independently with the exception of certain quests which may require you to
visit lands (zones) that you don't have access to. Most of the expansions add a
continent to the game world and you can only port (teleport) or take a boat
there if you have that expansion. Usually you will simply stay where you were if
you try to teleport there, while the rest of your group will begin zoning into
the teleport pad/area on the destination continent.
How does it work with races introduced in
expansions?
You can see them and interact with
them but you can't choose to play as one unless you have the appropriate
expansion. For example, without the Ruins of Kunark expansion you can't select
an Iksar at character creation. The following races were added with an
expansion: Froglok (Legacy of Ykesha), Iksar (Ruins of Kunark) and Vah Shir
(Shadows of Luclin).
What are the expansions?
Ruins of Kunark
Release Number: 1
Features: Added a kind of Lizardman (Iksar) as a playable race and extended level cap to
60 from 50. Introduced the continent of Kunark, home to the Iksar and many other
native creatures.
Zones: Burning Wood, Cabalis
(East, West), Chardok, City of Mist, Dalnir, The Dreadlands, Emerald Jungle, The
Field of Bone, Firiona Vie, Frontier Mountains, Howling Stones, Kaesora,
Karnor's Castle, Kurn's Tower, Lake of Ill Omen, Mines of Nurga, The Overthere,
Sebilis, Skyfire Mountains, Swamp of No Hope, Temple of Droga, Timorous Deep,
Trakanon's Teeth, Veeshan's Peak, Warsliks Woods.
Suitable for Levels: 1 - 60
(65)
Official Website:
http://everquest.station.sony.com/kunark/index.jsp
Scars of Velious
Release Number: 2
Features:
Lots of new zones, mostly 'ice themed' and quite a few new quests especially for
armour. Three new main factions and your choice determined what quests were
available to you, Coldain (dwarves), Dragons and Giants.
Zones: Cobalt Scar, Crystal
Caverns, Dragon Necropolis, Eastern Wastes, Iceclad Ocean, Icewell Keep, Kael
Drakkal, Siren's Grotto, Skyshrine, Sleeper's Tomb, Temple of Veeshan, The Great
Divide, Thurgadin, Tower of Frozen Shadow, Velketor's Labyrinth, Wakening Land,
Western Wastes
Suitable for Levels: 30 - 60
(65)
Official Website:
http://everquest.station.sony.com/velious/index.jsp
Shadows of Luclin
Release Number: 3
Features:
Added new cat race Vah Shir, a new class Beastlord and quite a few new zones.
Another new feature also added, Alternate Advancement. Its another experience
pool that is available at level 51, you can choose for experience gained to go
into that pool and earn AA Points. Points can be used to get enhancements and
abilities (V is default key to open Alternate Advancement window). Introduced
the away from keyboard trading centre: The Bazaar and the many spires seen
dotted around Norrath that teleport to and from The Nexus.
Zones: Acrylia Caverns,
Akheva Ruins, Dawnshroud Peaks, Echo Caverns, Fungus Grove, Grieg's End,
Grimling Forest, Hollowshade Moor, Katta Castellum, Maiden's Eye, Marus Seru,
Mons Letalis, Netherbian Lair, Paludal Caverns, Scarlet Desert, Sanctus Seru,
Shadeweaver's Thicket, Shadow Haven, Shar Vahl, Ssraeshza Temple, Tenebraus
Mountains, The Bazaar, The Deep, The Grey, The Nexus, Twilight Sea, Umbral
Plains, Vex Thal
Suitable for Levels: 1 - 60
(65)
Official Website:
http://everquest.station.sony.com/luclin/index.jsp
Planes of Power
Release Number: 4
Features:
Planes of Power added lots of new zones and alternate advancement abiliies but
they are all high level, designed for grouping and raids. There are two no
combat zones, Plane of Tranquility which you can't enter unless your level 45 or
above (acts as a 'gate room' for entrance to other planes) and Plane of
Knowledge (acts as a 'gate room' for entrance to other zones).
The Plane of Knowledge is open to all levels and has a library full of spell
merchants and trainers and a lot of quests are started there too. It has
teleport 'stones' that when clicked teleport you to the location in writing on
the stone. Takes you to most of the cities in the game and several hunting
zones.
Zones: Bastion of Thunder,
Crypt of Terris Thule, Doomfire: The Burning Lands, Drunder: Fortress of Zek,
Eryslai the Kingdom of Wind, Halls of Honor, Plane of Disease, Plane of
Innovation, Plane of Justice, Plane of Knowledge, Plane of Nightmare, Plane of
Storms, Plane of Time, Plane of Torment, Plane of Tranquillity, Plane of Valor,
Reef of Coirnav, Ruins of Lxanvom, Temple of Marr, Tower of Solusek Ro,
Vegarlson the Earthen Badlands.
Suitable for Levels: 45 - 65
Official Website:
http://everquest.station.sony.com/power/index.jsp
Legacy of Ykesha
Release Number: 5
Features:
Added frogloks (frogmen) as a playable race and a few good looking new zones
that are really only suitable for level 40 and up.
Zones: Crypt of Nadox,
Dulak's Harbor, Gulf of Gunthak, Hate's Fury, Torgiran's Mines
Suitable for Levels: 1 - 65
Official Website:
http://everquest.station.sony.com/legacy/index.jsp
Lost Dungeons of Norrath
Release Number: 6
Features:
Introduced a new technology that allows a group to enter its own 'version' of a
dungeon for a limited time that no other player can enter. Each session is
tailored to the members of the group and can have different difficulty levels
but with differing rewards. They are called an Adventure and you can gain your
choice of enhancements (augmentations) to items and rewards by completing a lot
of adventures.
Zones:
Deepest Guk:
The Accursed Sanctuary, The Ancient
Aqueducts, The Cauldron of Lost Souls, The Chapel of the Witnesses, The Drowning
Crypt, The Foreboding Prison, The Mushroom Grove, The Root Garden
Miragul's Menagerie:
The Forgotten Wastes, The Frosted
Halls, The Grand Library, The Heart of the Menagerie, The Hushed Banquet, The
Maw of the Menagerie, The Morbid Laboratory, The Silent Gallery, The Spider Den,
The Theater of Imprisoned Horrors
Mistmoore Catacombs:
The Aisles of Blood, The Asylum of
Invoked Stone, The Cesspits of Putrescence, The Chambers of Eternal Affliction,
The Dreary Grotto, The Forlorn Caverns, The Halls of Sanguinary Rites, The
Infernal Sanctuary, The Ritualistic Summoning Grounds, The Sepulcher of the
Damned
Rujarkian Hills:
The Arena of Chance, The Barracks of War, The Blazing Forge, The Bloodied
Quarries, The Drudge Hollows, The Fortified Lair of the Taskmasters, The
Gladiator Pits, The Halls of War, The Hidden Vale, The Wind Bridges
Takish-Hiz
The Antiquated Palace, The Balancing
Chamber, The Fading Temple, The Prismatic Corridors, The River of Recollection,
The Royal Observatory, The Sandfall Corridors, The Shifting Tower, The Sunken
Library, The Sweeping Tides
Suitable for Levels: 20 - 65
Official Website:
http://everquest.station.sony.com/lostdungeons/index.jsp
Gates of Discord
Release Number: 7
Features:
In a lot of ways similar to Planes of Power, Gates of Discord seems suited only
to higher levels. It adds many new zones including a few 'instanced' ones like
LDoN and quite a number of alternate advancement abilities. New features are
Leadership Experience which gives you access to 'group and raid-enhancing tools'
and a new class, the Berserker.
Zones: The Abysmal Sea,
Barindu: The Hanging Gardens, Ferubi: Forgotten Temple of Telosia, Ikkinz:
Antechamber of Destruction, Inktu'ta: the Unmasked Chapel, Kod'Taz: Broken Trial
Grounds, Natimbi: The Broken Shores, Qinimi: Court of Nihilia, Qvic: Prayer
Grounds of Calling, Riwwi: Coliseum of Games, Sewers of Nihilia: Emanating
Crematory, Sewers of Nihilia: Lair of Trapped Ones, Sewers of Nihilia: Pool of
Sludge, Sewers of Nihilia: Purifying Plant, Tacvi, Seat of the Slaver, Tipt: The
Treacherous Crags, Txevu: Lair of the Elites, Uqua: The Ocean God Chantry, Vxed:
The Crumbling Caverns, Yxtta: Pulpit of Exiles
Suitable for Levels: 50 - 65
Official Website:
http://everquest.station.sony.com/gatesofdiscord/index.jsp
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