EverQuest II: Rise of Kunark E3 Previews
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The bulk of the new content in Rise of Kunark, though, will be geared toward the current hardcore, high-level players. All level caps--that is, for characters, guilds, and trade skills--will go up to 80, and new "achievement outfits" will be included that will allow you to re-spec your character to improve your trade skills more efficiently. You'll find 24 new epic weapon quests, each in two parts. The first stage will be a group quest, and will yield a pretty darn nice weapon. But if you want to power your new epic up to its fullest extent, you'll have to trudge through the second phase of the weapon quest, which will be raid-based. Finally, no MMO expansion is complete without a new mount, and you'll find one--the Kunarkian rhinoceros--here.
The second is at IGN:
The expansion will ship with over 300 new quests, including 24 epic weapon quests. These epic quests come in two flavours - regular and group versions. The group versions are lengthier, and spit out fabled weapons. Over 40 new creatures populate the lands, and those of us who occasionally like to sleep will appreciate the new persistent instances. You can start a raid with your pals, get half way through, log off, live life a little bit, then come back and finish the raid the next day.
And the third is at Ten Ton Hammer:
Timorous Deep will cover level 1 through somewhere in the 20s for new Sarnak, and the thrust of the zone is to help the Sarnak discover who they are as a people (a lizardpeople?) and point them towards their place in the new Norrath.