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We got the chance to speak with Steve “Moorgard” Danuser, Game Designer for the latest EQ2 expansion, Echoes of Faydwer. He lets us in on some great expansion info, as well as some entertaining comments. Let's jump right in.Echoes of Faydwer is the third expansion pack for EverQuest II, and apparently the first expansion pack that will feature new content for players level 1 to 70. Can you tell us a bit about the story behind this new expansion?For the first time since the launch of EverQuest II, Echoes of Faydwer allows our players to revisit the magical continent of Faydwer. The place has changed a lot in the 500 years since EverQuest; a new race called the Fae now makes its home in the Faydark, and the forest itself has been infused with the power of Growth. The influence of the gods is all around, and players will discover what's happened to many of the familiar places encountered in the first EverQuest. Some have flourished, while others... well, I'll leave that for you to find out. Old conflicts and ancient enemies remain, while plenty of new adversaries await your discovery. This is a really huge expansion with lots of epic stories to be told.Of course, the most important new feature of the expansion will be the new playable race, the Fae. Being an enchanted race of winged creatures certainly must have its advantages. The question that is first and foremost in everyone’s mind when they hear “winged” is will the Fae be able to fly?The Fae naturally hover off the ground, but they don't fly in the traditional sense. They do have some special characteristics that make them unique, which will be revealed in due time. Can you tell us what The Fae will be geared towards? (Casting, melee, stealth, etc.)The Fae are rather small and have light builds, so they're at a slight disadvantage when it comes to melee combat. Their keen intelligence and wisdom make them naturally adept in the mystical arts, while their high agility is beneficial when acting as a scout.Another question that a lot of EQ2 players have been asking is whether or not there will be any new NPC cities added to the game. Can you give us an answer on that?Kelethin, the tree city at the heart of the Greater Faydark, is the new starting city of the Fae. Wood elves, high elves, half elves, dwarves, and gnomes also may have the option of starting in Kelethin and undertaking the brand-new newbie experience. The city will also serve the needs of existing characters as they explore the continent of Faydwer. Will there be brand new zones in the Faydwer expansion, and if so, can you tell us anything about them?Echoes of Faydwer is by far our largest expansion yet, with plenty of unique areas to explore. Besides big outdoor zones that EQ veterans will be familiar with including Greater Faydark, Lesser Faydark, Butcherblock, and Steamfont Mountains, you can also explore regions only hinted about in the original EverQuest lore such as the Loping Plains. There are some great dungeon/adventure areas as well, such as Crushbone Keep, Castle Mistmoore, the Estate of Unrest, and more. Some of the home cities of Faydwer's ancient races are facing new challenges that you will have to uncover as you rediscover this magical land. |
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