EverQuest II Previews
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EverQuest II's character development system has also been recently updated, and there are many new high-level skills and abilities for the game's advanced classes. As before, you can choose a basic profession (scout, fighter, healer, or mage) to begin with, and then you pick a partially specialized character at level 10 and a fully specialized character at level 20. Part of the game's modular design gives your characters all the basic abilities that pertain to your base profession, regardless of what specified path you choose. The game was designed in this way to make characters of different classes somewhat interchangeable, so that parties wouldn't have a single, required character class (like the cleric and enchanter came to be in the original EverQuest). These new abilities include the powerful "mark of the hunt" regenerative song for the "fury" bard class, the high-level "torment" spell for the "coercer" enchanter class, which damages enemies while replenishing the coercer's spell power, and the shadow knight's "insatiable hunger" spell, which grants the caster and all party members a random chance of draining away the health of any enemy (similar to the "vampiric embrace" spell of the original EverQuest). All classes gain new abilities at every level--this includes both class-specific and general skills, though you have to be trained in the advanced crafting skills in order to proceed in them.
And an excerpt from Ferrago's article:
Depending on your personal preference as well as the race you selected at the character creation stage, when it is time to leave the isle you have to choose a City to call home. You get to pick between Qeynos (Sony EQ backwards - in case you are one of the few folks who hasn't heard that bit of lore), the "Good" city or Freeport the "Not so nice" city. I opted for Qeynos, I thought being good might be a fun change of pace. As soon as you step off the boat, you realize this ain't your Great Grandpappy's Qeynos. The city is huge. Both Freeport and Qeynos have been separated into a network of villages around a city center together with their own "newbie" yards and a few dungeons thrown in. While on the isle of refuge, you were very gently (like a hammer) steered in what you should do, when you arrive in your new home town, you feel a little lost. It's actually a nice effect, as it works for the story line in giving you that sense of being a stranger in a strange town. You are informed on arrival, that the city have provided you with your own room, which is free (with a modest weekly upkeep), and you should check it out.