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Home/FAQ/Expansions

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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