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Sticky: EQ2Vault Volunteer Search! Print News | Mail News The EQ2Vault volunteer search is on! We are looking for staff writers, artists, database builders, guide writers, and much much more! If you would like to help keep EQ2Vault one of the best Everquest II Fansites around, take a look at what we are looking for.
You can read all the details of the volunteer search for EQ2Vault here.
"Just as player characters have levels that reflect their achievements within the game, so do guilds. Guild members earn experience toward their guild's level primarily through the completion of special city tasks. Unique rewards and items become available at reduced prices as the guild advances in level and its members gain prestige and status within the city...."
Character Transfer Update [Post A Comment] - Print News | Mail News There's a long post by Moorgard on the official boards you should go read about character transfers.
"When we opened our two newest English-language servers, Grobb and Splitpaw, we announced that we would be accepting character transfer requests in two phases: individuals first, then guilds in a second phase. In order to better measure how many players intend to take advantage of the optional transfer, we have decided to move guilds and individuals together.
We have cleared all movelog requests currently on file, and will begin collecting requests again beginning when the servers come up after their morning restart on Saturday, January 22. If you have previously requested a character transfer, you will need to enter your /movelog request again for your character to be moved to one of the new servers.
Characters on Runnyeye and Faydark have the option to move to Splitpaw, our new English-language server based in Europe. Characters on Najena, Mistmoore, Unrest, and Permafrost have the option to move to Grobb, a US-based server. There will be no charge for these character moves for those who choose to take advantage of this offer.
Our plan is to move the first batch of characters that have requested a transfer on Monday, January 24, when the servers come down for morning maintenance. The eight servers impacted by character transfers will be down for up to five hours so that moves can be completed. We may accept additional movelog requests after the first batch is completed based on how many players elect to take advantage of the initial opportunity......"
Update Notes: 1/21 [Post A Comment] - Print News | Mail News Yesterday, the Test server received a patch, and today it went to the live servers. You can read the notes here. They are the same notes from the test server update posted yesterday.
EQ2 Character Creation Tool At Gamespot [Post A Comment] - Print News | Mail News Remember the character creation disks that kept us all entertained while we anticipated the beta, and then the retail version of EQII? You can now download it from Gamespot!
"This program lets you customize and create your own character offline for Everquest 2, then load it into the game. You can run this program without Everquest 2, but you will need the game to be installed if you wish to import your character."
Dev Tracker Easier To Use [Post A Comment] - Print News | Mail News If you visit the Official Boards often, you know that the Dev Tracker once was keeping track of all the posts devs, as well as mods, and international customer service representatives were making. Well, you should go check out the new features! The Dev Tracker now has options, which you can't miss, as they are outlined in big red letters at the top.
The choices are: Dev Tracker - Mod Tracker - Web Tracker - International Dev Tracker.
"It's perfect for cool winter weather! Fleecy on the inside, acid wash type finish on the outside, each of these high-quality pullovers is grey, emblazoned with the EverQuest II logo in gold, black and red. The EverQuest II hooded sweatshirt has gathered cuffs and waist."
Heritage Primers And Gray Mobs [Post A Comment] - Print News | Mail News Jeremy Gess, EQ2 Game Designer for EQII, posted the following on the official boards regarding Heritage quests and the trivial loot code:
"Hello everyone,
I just wanted to make a post to address the heritage quest starter items. We have been following the discussions here on the forums concerning the Trivial Loot Code and its effect on the heritage quest starters. Many people have brought up valid concerns and feedback on many sides of the issue. We have decided to make a few changes to way these special quest starters are handled. I am going to move the Burned Out Lightstone and Stilleto�s Orders to the corpse loot of their respective NPCs so that a character of any level can loot the item after the mob is defeated. Also, I am decreasing the spawn times on these two mobs so that they appear more often and give more chances for the starters to enter the world. The loot items themselves will remain Lore and tradeable so that a player that already has the quest or doesn�t want to do it can give it to a friend.
These changes will first go to the Test server when the next update is made to Test so you won�t see these changes immediately.
Good/Evil Patron Issue [Post A Comment] - Print News | Mail News Moorgard posted a snipit on this subject on the official boards, you can read the message here if you like.
"In December we made a change on Test server that prevented players belonging to a guild in the opposing city from receiving writs and contributing status. However, we revoked that change before it ever went to the live servers, so any guild member can continue to receive writs from their home city, contribute status to their guild, and purchase guild rewards. We don't have any plans to change that, so Qeynos citizens who belong to Freeport guilds (or vice versa) don't need to worry that we're going to wipe out their contribution or advancement."
"We apologize for the delay, but character transfers to Grobb and Splitpaw were not completed this morning. All characters remain on their original servers.
We will update you as soon as possible with the new date as to when characters who requested a transfer will be moved. In the meantime, the /movelog command is still active on Najena, Mistmoore, Unrest, Permafrost, Runnyeye, and Faydark.
Thank you for your patience.
===========================
Moorgard
EverQuest II Community Guy"
"Today's changes include revisions to access timers on Nektropos Castle and Deathfist Citadel, modifications to the Arcane Chalice Heroic Opportunity and changes to how Merchants treat expendable items." -Nektropos Castle and Deathfist Citadel now allow players more frequent access. You can enter these zones again after 2 hours on a failure and after 18 hours on a success. Please note that "success" does not mean defeating every named encounter in the zone.
-The treasure drop rates in Deathfist Citadel and Nektropos Castle have been increased.
-The Bastion of Flames event should now be working properly, and players who die inside the zone should be able to retrieve their shards.
-The amount of defense skill debuffed by the Assassin's Cripple ability has been reduced.
-The Arcane Chalice heroic opportunity can now be completed in any order instead of only clockwise. It will now target just the person who completes it instead of the entire party.
-You will now receive an error message when trying to create a guild with a name that is already taken.
-Expendable items will sell back to merchants for a reduced value if some of the charges have been consumed.
-Expendable items will show as red in merchant lists and treasure chests if the character can't use them.
- The EverQuest II Team
You can find the final notes in our patch history section.
"Foul things are afoot deep beneath the cities of Qeynos and Freeport. The bonus zones of The Condemned and Gogglerock have been added to EverQuest II for players to investigate."
"All English-language EverQuest II servers will be brought down for a scheduled update at 6AM PST on Wednesday, January 19. Estimated downtime is one hour, except for the following servers: Najena, Mistmoore, Unrest, Permafrost, Grobb, Runnyeye, Faydark, and Splitpaw.
These servers will have an estimated downtime of three hours so that requested character transfers can take place. For details on character transfers to Grobb and Splitpaw, please see our recent announcement about the new servers opening.
When these eight servers come up, characters who have requested a transfer will be available for play on the new servers.
We will accept additional /movelog requests for individuals on Najena, Mistmoore, Unrest, and Permafrost to move to Grobb, as well as requests for moves from Runnyeye and Faydark to Splitpaw. Another round of character moves will take place later this week.
Please note that we have not yet activated the guild move option, but we still plan to allow guild moves once some additional individual requests have been processed.
Thank you for your patience during the additional downtime."
Wizards & Warlocks Damage Output [Post A Comment] - Print News | Mail News There's a thread you should check out here by Moorgard, explaining damage output for Wizards and Warlocks.
"There have been questions recently about where wizards and warlocks are intended to fit in terms of damage output, as some players are concerned that these classes aren't fulfilling their role in this regard. I thought I'd address some of these questions in a general way, with the understanding that specific answers will have to wait until we have evaluated the damage output of all classes. This post does not promise any timeframe for when changes may occur.
Generally speaking, wizards and warlocks are intended to have the highest overall damage output, with the two subclasses being roughly equivalent to one another. If wizards and warlocks are not achieving that level of damage output now (and we agree there are cases that they are not), we will be adjusting class balance accordingly. In some situations this means other classes will be reduced in the amount of damage they do, while in other cases wizard and warlock damage may be upgraded. There is no one simple fix that will properly balance all classes, but rather it is an intricate system of weights and measures that takes time to adjust....."
Moorgard On Loot Drops [Post A Comment] - Print News | Mail News Moorgard made an interesting post regarding loot drops in raids and other types of difficult encounters, you can read the thread here.
"...Another perception issue is due to the fact that some veterans of other games (EverQuest in particular) aren't used to raid encounters happening at all levels. Thus these players tend to have the assumption that any difficult encounter should be dropping uber loot for high-level players, when in fact it should be dropping great loot for players who are challenging themselves rather than taking on an encounter with little risk. A level 40 boss mob is designed to be fought by (and rewarding for) players in their 30s, not players in their mid-40s. While you can fight encounters like this when the mobs are green to you, you should not expect to be rewarded as if you were taking on a serious challenge appropriate for your level."