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EverQuest Gameplay
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Many of the elements from EverQuest have been drawn from text-based MUD (multi-user dungeon) games, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons.
In EverQuest, players create a character (also known as an avatar, or colloquially as char, charrie or toon) by selecting one of 16 "races" in the game, which range from elves, dwarves and ogres of fantasy, to humans, to cat-people (Vah Shir) and lizard-people (Iksar). Players also select each character's adventuring occupation (such as a wizard, ranger, or cleric - called a class¡ªsee below for particulars), and patron deity.
Players use their character to explore the fantasy world of Norrath, fight monsters and enemies for treasure and experience points, and master trade skills. As they progress, players advance in level, gaining power, prestige, spells, and abilities through actions such as looting the remains of defeated enemies and doing quests (tasks and adventures given by non-player characters (NPCs) in which a reward is given upon success).
EverQuest also allows players to interact with other players through role-play, joining player guilds, and dueling other players (in restricted situations¡ªEQ only allows Player versus Player (PVP) combat on the PvP-specific server).
The geography of the game universe consists of nearly four hundred zones.
Multiple instances of the world exist on various servers. In the past, game server populations were visible during log-in, and showed peaks of more than 3000 players per server.
Classes
The fourteen classes of the original 1999 version of EverQuest were later expanded to include the Beastlord and Berserker classes with the Shadows of Luclin (2001) and Gates of Discord (2004) expansions, respectively.
The classes can be grouped into those that share similar characteristics that allow them to play certain types of roles within the game when grouped with others. One way of grouping classes is described below.
Tank classes
"Tank" classes are those that have high numbers of "health points" for their level and can wear heavy armor. They also have the ability to taunt enemies into focusing on them, rather than other party members who may be more susceptible to damage and death.
Damage dealers
The following classes are able to produce large quantities of damage to the enemy in a short period of time. Within the game, these classes are often referred to as 'DPS' standing for Damage Per Second.
The melee damage dealers have a medium number of hit points per level, but cannot wear the heaviest armors and are less likely than a "tank" class to be able to survive direct attacks for a sustained period of time.
The "caster" classes have the lowest hit points per level and can only utilize the lightest of armors.
Crowd control / utility
These classes share the ability to restrain multiple enemies from attacking the party and also have the ability to increase party members' ability to regenerate mana at a faster rate.
Healers
The "priest" classes have medium level of hit points per level and have access to healing and "buff" spells.
Deities
There are several deities in EverQuest who each have a certain area of responsibility and play a role in the "backstory" of the game setting. A wide array of armor and weapons are also deity-tied, making it possible for only those who worship that deity to wear/equip them. Additionally, deities determine, to some extent, where characters may and may not go without being killed on sight.
Zones
The EverQuest universe is divided into "more than 375" . zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence. One of the most popular zones in the game is the Plane of Knowledge, one of the few zones in which all races and classes can coexist harmoniously without interference. The Plane of Knowledge is also home to portals to many other zones, including portals to other planes and to the outskirts of nearly every starting city.
Social dynamics
Powerful enemies such as this named genie, Lord Doljonijiarnimorinar, require players working together as a group.
Generally speaking, gameplay in EverQuest can be divided loosely into: adventuring - questing or gaining experience and loot, trading with other players, social interaction with other players, and tradeskilling - making game items using tradeskills.
Adventuring can be done alone (soloing); by forming or joining a group (grouping) with 1 to 5 other characters; or by forming or joining a raid (raiding) with as many characters as a zone can support.
At low levels, all classes have the capacity to solo. At higher levels only certain classes are widely popular for gaining experience by soloing. While some parts of EverQuest can be experienced without the help of other players, much of EQ has been designed to strongly encourage or require grouping. In these cases, a single character within the "design intent" level range for the encounter must often be twinked with equipment or have spell enhancements (buffs) to succeed easily, or at all.
A group (or "party") may form to adventure, trade, or simply socialize. While any combination of classes can form a group, an adventuring group will often consist of a "tank", a "healer", one or more "damage dealers", someone to do "crowd control" and someone to bring the mobs to the group. The last role is called "pulling", and is a tactic used quite often when it is more effective to place the bulk of the group in a "safe", or at least "controlled", location. While a character of any class may "pull", this role is frequently held by a Monk, Shadow Knight or Paladin. A Ranger or Druid using the tracking ability is sometimes especially effective, particularly outdoors. Other groupings can also be effective. Especially popular is Duoing with healer/tank (or at least healer/melee) tandems.
Most parts of the game can be completed with a single group, but some of the most challenging and rewarding (especially in terms of loot) encounters require players to raid. Any number of characters may take part in a raid. EQ's "Raid Window" will only allow 72 participants to directly share in raid experience and automatic raid loot rules. The upper limit for a given raid may be imposed by: the maximum number allowed in the "Raid Window", the maximum number of characters allowed in certain instanced zones, the maximum number the raid leaders can manage, or the maximum number that can be present without causing the zone or the players' computers to crash. The design of encounters in expansions have changed resulting in raid tactics that have become more and more involved.
While "groups" and "raids" are temporary gatherings of players, "guilds" are associations that last beyond a single play session. Guilds are initially formed via an application process to SOE. Guilds may have widely varying goals. Each guild member can communicate with all (and only) other members at once using the GUILD chat channel. A character's guild affiliation appears with the character name when viewed in game. In some instances they are little more than a loose configuration of players who wish to be able to communicate easily. At the other end of the spectrum are Guilds that concentrate on tackling challenging raid dungeons and boss monsters. Such "Raid Guilds" may require members to commit up to five to eight hours per day to the game, up to seven days a week.
Gameplay jargon
As shown above (grouping, soloing, raiding, pulling, etc.), EverQuest has its own jargon.
Abbreviations and acronyms also aid, or at least shorten, communication among players. Examples include SoW ("Spirit of Wolf" -a popular spell which accelerates run or walk speed), KEI (an acronym for "Koadic's Endless Intellect" - another popular spell which accelerates mana regeneration), PoK (Plane of Knowledge - a major "crossroads" zone for travelers), and "rez" (Resurrect - any of several spells or abilities cast on a corpse to summon the player to it, often restoring lost experience points).
EQ also has its own slang. "Crack" or "mind candy" refers to mana regeneration spells such as Clarity or KEI. Another such term, used as a verb or noun, is nerf. This may be a reference to Nerf-brand swords being harmless, or to a Nerf-brand bat hurting but doing no damage. Players use the term to refer to a skill, spell, or piece of equipment that had its game-play utility reduced dramatically by game changes, or to the act of making the change. Nerf has also been used to refer to a zone, quest or encounter that has been made easier, or to a piece of gear that has been made easier to get or more common. The term was backronymed to mean "New Enhancement Reduces Fun" or "Not Even Remotely Fair" or "Never Ending Reduction of Functionality".
A number of terms have been popularized by players of EverQuest and passed to other MMORPGs. One is the habit of calling monsters MOBs or mobs and stems from old text-based MUDs' use of the term rather than from the normal English definition (a disorderly crowd). Other terms, while coined in EverQuest, have also migrated to other MMORPGs. Two examples Proc and Farm are credited as coming to WoW from EQ. Other terms have made their way into EQ from other games, such as the term Zerging from the computer game StarCraft¡ªused when a raid's main strategy is to overwhelm an enemy by sheer force of numbers.
While mostly consistent throughout the entire EQ community, there are also some differences in jargon between servers, and between the Asian, European and American gaming communities. For example, KEI is known on some servers as C3 (it is the third version of Clarity). In-game chat may prove quite impenetrable to anyone who has not played EQ extensively.
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