EverQuest

EverQuest

Developer(s) Sony Online Entertainment
Publisher(s) Sony Online Entertainment
Platform(s) Windows, Mac OS X (partial)
Release date(s) 16 March 1999
Genre(s) Fantasy MMORPG
Mode(s) Multiplayer online
Rating(s)
Media/distribution CD-ROM, DVD-ROM, digital download

EverQuest (EQ), is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) that was released on the 16th of March, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost. It was developed by Sony's 989 Studios and its early-1999 spin-off Verant Interactive, and published by Sony Online Entertainment (SOE).[1]

Since its acquisition of Verant in late 1999, SOE develops, runs, and distributes EverQuest.[2] EverQuest's development is ongoing, and the 18th expansion, Veil of Alaris, was released on November 15, 2011.

EverQuest has earned numerous awards, including 1999 GameSpot Game of the Year and a 2008 Technology & Engineering Emmy Award.

Contents

Gameplay

Many of the elements in EverQuest have been drawn from text-based MUD (multi-user dungeon) games,[3] particularly DikuMUDs, 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 or toon) by selecting one of 16 races in the game, which range from humans (basic human, Erudite, and barbarian), elves (high elves, wood elves, and dark elves), half-elves, dwarves, gnomes, halflings, trolls, and ogres of fantasy, to cat-people (Vah Shir), lizard-people (Iksar), frog-people (Froglok), and dragon-people (Drakkin).[4] At creation, players select each character's adventuring occupation (such as a wizard, ranger, or cleric - called a class--see below for particulars), a patron deity, and starting city. Customization to the character facial appearance is available at creation (hair, hair color, face style, facial hair, facial hair color, eye color, etc.)

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 defeating capable opponents, looting the remains of defeated enemies and completing quests (tasks and adventures given by non-player characters (NPCs).

EverQuest allows players to interact with other people through role-play, joining player guilds, and dueling other players (in restricted situations--EQ only allows Player versus Player (PVP) combat on the PvP-specific server, specified "arena" zones and through agreed upon dueling).

The geography of the game universe consists of nearly four hundred zones.[5]

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.

The design of EverQuest, like other Massively Multiplayer Online Games, makes it very group-centric, with each player having a specific role or function within the group.

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

Members of this group are those that have a high number of hitpoints for their level, and who may wear heavy armor. They 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 deal high corporeal damage to opponents. Within the game, these classes are often referred to as 'DPS', which stands for Damage Per Second. There isn't a definitive 'best DPS' class, as damage dealt will depend on numerous factors which vary from one encounter to another (such as the enemy's armor, its positioning, and its magic resistance). Another complication is that while Wizards can readily deal tremendous damage to enemies, their ability to do so is limited by their remaining mana pool, as well as how fast they are able to regenerate mana. That said, Berserkers, Rogues, and Wizards are three classes most commonly cited as the highest overall damage dealers.

These 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.

Casters

Caster classes have the lowest hit points per level and can only wear the lightest of armors. Casters draw their power from an internal pool of mana, which takes some time to regenerate and thus demands judicious and efficient use of spells.

All caster classes have the ability to 'Research', an activity where all players can make spells for use by other players. These are made using assortments of different pieces of quest material found in the game.

Crowd control / utility

These classes share the ability to keep multiple enemies from attacking the party and have the ability to increase party members' ability to regenerate mana.

For at least the first four years of EverQuest, an Enchanter was a highly sought-after component to any efficient experience-grinding group, along with the Cleric. This is because of their vast contributions to group efficiency on virtually every front. Casters will regenerate mana at a much higher rate, melee classes will deal much more damage, and even more importantly, any collection of mobs can be neatly dealt with so that only one is being engaged at a time, while the rest stand motionless under the effects of Mesmerize, Color Stun (a short term area-of-effect spell), or even Charm, which turns a dangerous enemy into an ally, with varying degrees of reliability. The lone enemy who is actively attacking may be Slowed in the neighborhood of 70% at higher levels, and any creature resistant or immune to mesmerization may also be dealt with similarly, although some are immune even to Slow. At higher levels an Enchanter may purchase Dire Charm with alternative advancement points. This will provide an unbreakable charm on enemies level 46 and below, with a few exceptional creatures being given an 'uncharmable' flag. With a creature completely in lockstep with the Enchanter's whims, it may be safely buffed with not only the Enchanter's own spells, but also a Cleric's (and those of any other caster classes in the group) and thus transformed into a very formidable opponent. It may even be given a pair of cheap single-handed weapons to dual wield in order to further increase its damage output. All of these measures will help to ensure that group will reap more experience with less down-time, with players thereby avoiding boredom, staying on their toes, and thus enjoying their time in-game.
Enchanters do possess some rudimentary direct-damage and damage-over-time offensive spells, all in the Magic school of casting, although using mana in this way is not always efficient or effective.

Healers

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.[9] 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

Generally speaking, gameplay in EverQuest may be divided into adventuring – questing or gaining experience and loot, trading with other players, social interaction with other players, and tradeskilling – crafting game items using trade skills. On certain servers however there are special dynamics that exist. There are two main types of servers, those known as "red" servers where PVP (player versus player) can exist in one of two ways and non-pvp servers otherwise known as "blue" servers. The two forms of red servers are PVP free for all and PVP race wars, also named Team PVP. Free for all servers allow all classes and races to attack at will any other player (the specific rules of play depend on the server that the players exist upon). The team PVP/race war servers are split into teams. These teams allow players to attack one another that are on opposing teams and protect those players that are on their team unless the player agrees to a "duel". A duel is an agreement which is entered into by the submission by both players acting as a contract and breaking the inert server rules thus allowing the two players to fight until death.

Adventuring can be done alone (soloing); by forming or joining a group (grouping) with one to five 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 ability 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, if 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 encounters (especially in terms of loot) 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 eight hours per day to the game, up to seven days a week. Players may be rewarded in these guilds with dragon kill points, an unofficial system of points awarded to players by guild leaders meant to make loot distribution less random. Dragon kill points (or DKP for short) were first created by a raiding guild in Everquest and named for Lady Vox and Lord Nagafen, two boss dragons.[10][11][12]

Gameplay jargon

Jargon develops around the need for shortened representations of in-game phenomena. Without the formation of this jargon, communicating various events inside the game world becomes tedious and even impossible in some scenarios. As shown above (grouping, soloing, raiding, pulling, etc.), EverQuest has its own jargon.

Abbreviations and acronyms also may 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). "Crack" or "mind candy" refers to mana regeneration spells such as Clarity or KEI. Additionally, a "mezz" (noun or verb, short for "mesmerize") refers to an ability that several classes and mobs have: the ability to render a target momentarily unable to act in any way, until the mezz wears off or the target sustains damage, which will instantly break the mezz.

Nerf refers to game balance changes when they reduce the impact of a particular power.

DKP (Dragon kill points), a raid loot distribution method, originated in Everquest, and is now used within the game World of Warcraft. Proc (short for "Programmed Random OCcurence" by which an item's effect is generated) and Farm are credited as coming to WoW from EQ.[13] Some terms have made their way into EQ from other games, such as the term Zerging from the computer game StarCraft--used when a raid's main strategy is to overwhelm an enemy by sheer force of numbers. Monsters are sometimes called mobs, a shorthand term for "mobile object", meaning a computer-controlled character in the game world; this is a practice that started in MUDs.

Additionally, an example of this jargon can be seen in the word "Con." Con is an abbreviated version of the word `consider,' but it represents more than just the word, it represents an in-game system for measuring a monster's strength, adapted from similar systems in text MUDs. What a monster "Cons" is an indicator of that monster's level of difficulty relative to the player. For example, if a player targets a monster and presses the `c' key, a textual message appeared on the screen informing the player of the monster's strength. Upon "Conning" a monster which was too difficult for the player, red text stated, "What would you like your tombstone to say?" This message allows the player to make an informed decision on whether or not he wishes to fight that monster. Frequently while playing Everquest, a player might be asked the `Con' of a monster by another player, and usually the response would be classified as one of seven colors: Grey, green, light blue, dark blue, white, yellow, and red. The answers are typified in this way because the five classifications of relative strength are represented by one of these colors. So if a player answered that a monster Cons green, that monster was relatively safe to engage, whereas a red monster would be a dangerous encounter. 'Conning' also lets the player know if the target is friendly, neutral, or hostile.

While mostly consistent throughout the entire EQ community, there are also some differences in jargon among servers, and among Asian, European and American gaming communities. For example, KEI is also known as C3 (it is the third version of Clarity). In-game chat may prove quite impenetrable to anyone who has not played EQ extensively.

Development

From John Smedley's initial concept in 1996, throughout various corporate restructurings, Sony has directly or indirectly been responsible for, and John Smedley has guided, the development of EverQuest.[1]

EverQuest II was released in late 2004.[14] Set in an alternate universe similar to that of the original EverQuest, this sequel takes place 500 years after the awakening of The Sleeper. The game has also inspired a number of other spinoffs.

The third iteration in the series, with the working title EverQuest Next, is currently in the early stages of development as first reported in the 2009 10th Anniversary EverQuest Book.[15] At the SOE Fan Faire in August 2010, in-game screenshots, concept art and more information was revealed.[16]

History

The design and concept of EverQuest is heavily indebted to text-based MUDs, in particular DikuMUD, and as such EverQuest is considered a 3D evolution of the text MUD genre like some of the MMOs that preceded it such as Meridian 59 and The Realm Online. John Smedley, Brad McQuaid, Steve Clover and Bill Trost who jointly are credited with creating the world of EverQuest have repeatedly pointed to their shared experiences playing MUDs such as Sojourn and TorilMUD as the inspiration for the game.[3] Keith Parkinson created the box covers for earlier installments of EverQuest.

Development of EverQuest began in 1996 when Sony Interactive Studios America (SISA) executive John Smedley secured funding for a 3D game much like text-based MUDs following the successful launch of Meridian 59 the previous year. To implement the design Smedley hired programmers Brad McQuaid and Steve Clover who had come to Smedley's attention through their work on the single player RPG Warwizard. McQuaid soon rose through the ranks to become Executive Producer for the EverQuest franchise and emerged during development of EverQuest as a popular figure among the fan community through his in-game avatar, Aradune. Other key members of the development team included Bill Trost, who created the history, lore and major characters of Norrath (including Everquest protagonist Firiona Vie), Geoffrey "GZ" Zatkin who implemented the spell system, and artist Milo D. Cooper, who did the original character modeling in the game.

EverQuest launched with modest expectations from Sony on 16 March 1999 under its Verant Interactive brand and quickly became successful. By the end of the year, it had surpassed competitor Ultima Online in number of subscriptions. Numbers continued rising rapidly until mid-2001 when growth slowed. Sony's last reported subscription numbers were given as "more than 430,000 players" on 14 January 2004.[17] SOE released a Mac OS X version of EverQuest in 2003, incorporating all expansions through Planes of Power. Development of the OS X version has languished since then, but the server remains up and running.

In anticipation of PlayStation's launch Sony Interactive Studios America had made the decision to focus primarily on console titles under the banner 989 Studios while spinning off its sole computer title, EverQuest, which was ready to launch, to a new computer game division named Redeye (renamed Verant Interactive). Executives initially had very low expectations for EverQuest but in 2000, following the surprising continued success and unparalleled profits of EverQuest, Sony reorganized Verant Interactive into Sony Online Entertainment (SOE) with Smedley retaining control of the company.

Many of the original EverQuest team, including Brad McQuaid, Steve Clover and Geoffrey Zatkin had left SOE by 2002.

Subscription history

Verant from 1999 to 2001 and SOE from 2001 to 14 January 2004 issued formal statements giving some indications of the number of EQ subscriptions and peak numbers of players online at any given moment.[17] However, most of these announcements have been archived and are available only by seeking historical copies through online "internet archives" or other sources.

Accepting both Sony's press releases and the internet archives available today as accurate, these records show a rapid rise in subscriptions to "...more than 225,000..." on 1 November 1999. Sony announced the achievement of 300,000 subscriptions on 30 October 2000. By 2 October 2001, Sony stated that there were "...over 410,000...". On 29 July 2002, Sony announced that there were "...over 430,000..." and that for the 1st time 100,000 had played simultaneously. In preparation for the Fan Faire of 2003, Sony announced on 25 September 2003, that there were "... more than 450,000..." subscriptions.

With that single exception, from 13 March 2003 until the final reference on 14 January 2004,[17] Sony releases that contained numbers referred only to more than 430,000 subscriptions, and/or more than 118,000 simultaneous logins. This leaves the peak and current number of subscriptions for EQ to secondary sources.

Expansions

There have been eighteen expansions to the original game since release. Expansions are purchased separately and provide additional content to the game (for example: raising the maximum character level; adding new races, classes, zones, continents, quests, equipment, game features). Additionally, the game is updated through downloaded patches. The EQ expansions:

  1. The Ruins of Kunark (April 2000)
  2. The Scars of Velious (December 2000)
  3. The Shadows of Luclin (December 2001)
  4. The Planes of Power (October 2002)
  5. The Legacy of Ykesha (February 2003)
  6. Lost Dungeons of Norrath (September 2003)
  7. Gates of Discord (February 2004)
  8. Omens of War (September 2004)
  9. Dragons of Norrath (February 2005)
  10. Depths of Darkhollow (September 2005)
  11. Prophecy of Ro (February 2006)
  12. The Serpent's Spine (September 2006)
  13. The Buried Sea (February 2007)
  14. Secrets of Faydwer (November 2007)
  15. Seeds of Destruction (October 2008)
  16. Underfoot (December 2009)
  17. House of Thule (October 2010)
  18. Veil of Alaris (November 2011)

Servers

The game runs on multiple "game servers", each with a unique name for identification. These names were originally the deities of the world of Norrath. In technical terms, each "game server" is actually a cluster of server machines.

Once a character is created, it can only be played on that server unless the character is transferred to a new server by the customer service staff, generally for a fee.

Each server often has a unique community and people often include the server name when identifying their character outside of the game.

Special rules servers

Some EverQuest special servers have or had different rule sets than the "standard" EQ servers:

European servers

Two SOE servers were set up to better support players in (or simply closer to) Europe: Antonius Bayle and Kane Bayle. Kane Bayle was merged into Antonius Bayle.

With the advent of the New Dawn promotion, three additional servers were set up and maintained by Ubisoft: Venril Sathir (British), Sebilis (French) and Kael Drakkal (German). The downside of the servers was that while it was possible to transfer to them, it was impossible to transfer off.

Later on the servers were acquired by SOE and all three were merged, as Kayne Bayle had already been, into Antonius Bayle server.[22]

Controversies, social issues, and game problems

Sale of in-game objects/real world economics

EverQuest has been the subject of various criticisms. One example involves the sale of in-game objects for real currency (often through eBay). The developers of EQ have always forbidden the practice and in January 2001 asked eBay to stop listing such auctions. For a time, such auctions were immediately removed, which changed market conditions and allowed a number of specialized auction sites to utilize this new virtual economy.

Because items can be traded within the game and also because of illegal online trading on websites, virtual currency to real currency exchange rates have been calculated. The BBC reported that in 2002 work done by Edward Castronova showed that Everquest was the 77th richest country in the world, sandwiched between Russia and Bulgaria and its GDP per capita was higher than that of the People's Republic of China and India.[23] In 2004, a follow-up analysis of the entire online gaming industry indicated that the combined GDP of the online "worlds" populated by the two million players was approximately the same as that of Namibia.[24]

Companies created characters, leveled them to make them powerful, and then resold the characters or specialized in exchanging money between games. A player could exchange a house in The Sims Online for EverQuest platinum pieces, depending solely on market laws of supply and demand.

Sony officially discourages the payment of real-world money for online goods, except on certain "Station Exchange" servers in EQ2, launched in July 2005. The program facilitates buying in-game items for real money from fellow players for a nominal fee. At this point this system only applies to select EverQuest II servers; none of the pre-Station Exchange EverQuest II or EverQuest servers are affected.[25]

Intellectual property and role-playing

Another well-publicized incident from October 2000, usually referred to as the "Mystere incident", involved Verant banning a player for creating controversial fan fiction, causing outrage among Everquest players and sparking a major industry-wide debate about players' rights and the line between roleplaying and intellectual property infringement. The case was used by several academics in discussing such rights in the digital age.[26]

Fans have created the open source server emulator EQEmu, allowing users to run their own servers with custom rules. Running such an emulator is a violation of EQs end user license agreement and could result in a player being banned from Sony's EverQuest servers if caught doing so. It has not gained the same popularity as server emulators for Ultima Online.

Addiction

The game is renowned and berated (by some psychologists specializing in computer addiction) for its addictive qualities. Many players refer to it half-jokingly as "NeverRest" and "EverCrack" (a disparaging comparison to crack cocaine).[27] There has been one well-publicized suicide of an EverQuest user named Shawn Woolley that resulted in his mother, Liz, founding Online Gamers Anonymous.[28][29] EQ is very time-consuming for many people, with relationships broken because of obsessive playing resulting in the creation of an online support group called EverQuest Widows and sites like GamerWidow.com.

"EverQuest for Macintosh" Forum Issues

For several years, a "Everquest for Macintosh" subscription did not allow the subscriber to create posts on the official Sony "EverQuest for Macintosh" forums. Out-of-game discussions thus took root at another location that became an on-line source of information for technical issues as well as for the various gameplay and sociological aspects that are unique to "EverQuest for Macintosh".[30]

Sociological aspects of MMORPGs

MMORPGs are described by some players[31] as "chat rooms with a graphical interface". The sociological aspects of EverQuest (and other MMORPGs) are explored in a series of online studies on a site known as "the HUB".[31] The studies make use of data gathered from player surveys and discuss topics like virtual relationships, player personalities, gender issues, and more.

Organized protests

In May 2004, Woody Hearn of GU Comics called for all EverQuest gamers to boycott the Omens of War expansion in an effort to force SOE to address existing issues with the game rather than release another "quick-fire" expansion.[32] The call to boycott was rescinded after SOE held a summit to address player concerns, improve (internal and external) communication, and correct specific issues within the game.

Prohibition in Brazil

On 17 January 2008, the Judge of the 17th Vara Federal da Seção Judiciária do Estado de Minas Gerais forbade the sales of the game in the whole Brazilian territory. The reason was that the game leads the players to a loss of moral virtue and takes them into "heavy" psychological conflicts because of the game quests.[33]

Characters in the EverQuest storyline

Kerafyrm - The Sleeper

Kerafyrm, "The Sleeper", is a dragon boss in the original The Sleeper's Tomb zone.

While sleeping, Kerafyrm is guarded by four ancient dragons (warders) in "The Sleeper's Tomb". When all four dragons are defeated by players and are dead at the same time, The Sleeper awakes, triggering a rampage of death. Kerafyrm travels through and into multiple zones from The Sleeper's Tomb to Skyshrine, killing every player and NPC in his path. This event is unique in EverQuest, as it only occurs once on each game server. Once The Sleeper awakes, neither he nor the original guardians will ever appear again on that server, unless the event is reset.

As of 12 July 2008, Kerafyrm remains asleep on both the Al'Kabor (Macintosh) server and the official Test Server.

Originally intended to be unkillable, SOE prevented a raid of several guilds on Rallos Zek server from potentially killing him, claiming the existence of a bug. SOE later apologized for interfering,[34] reset, and allowed the players to retry the encounter. Two days later, the same three guilds made a second attempt and after almost 4 hours, successfully killed the sleeper.[35][36] [37]

"Kerafyrm The Awakened" appears in the expansion Secrets of Faydwer as part of a raid event "Crystallos, Lair of the Awakened" in the instanced zone of "Crystallos".

EverQuest universe

Since Everquest's release, Sony Online Entertainment has added several EverQuest-related games. These include:

A line of novels have been published in the world of Everquest, including:

Notes

  1. ^ a b Marks, Robert (2003). Everquest Companion: The Inside Lore of a Gameworld. McGraw-Hill Osborne Media. ISBN 978-0072229035. 
  2. ^ "Announcement of Verant Merger". Verant. http://www.verant.com. 
  3. ^ a b Bartle, Richard (2003). Designing Virtual Worlds. New Riders Games. ISBN 0-1310-1816-7. 
  4. ^ "EQ Circle - List Of Races". http://www.eqcircle.com/races/index.xml. Retrieved 2011-12-31. 
  5. ^ "EverQuest - Massively Multiplayer Online Fantasy Role-Playing Game". Everquest.station.sony.com. http://everquest.station.sony.com/everquest.vm. Retrieved 2011-12-21. 
  6. ^ "Necromancer Spell Reference". Sony Online Entertainment. http://eqplayers.station.sony.com/goToPage.action?goToPageNumber=1&result=spellsearch&spellSearch.classId=11. 
  7. ^ "Allakhazam". http://everquest.allakhazam.com/db/spell.html?spell=9764. Retrieved 2011-10-13 
  8. ^ "Class and Race Specific Tradeskills". http://help.station.sony.com/cgi-bin/soe.cfg/php/enduser/std_adp.php?p_faqid=821&p_created=1087929631&p_sid=nuPTOuZj&p_accessibility=0&p_redirect=1&p_srch=1&p_lva=16680&p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9NDAsNDAmcF9wcm9kcz0xJnBfY2F0cz0wJnBfcHY9MS4xJnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWFyY2hfdGV4dD1jbGFzc2VzIHNoYW1hbg!!&p_li=&p_topview=1. 
  9. ^ "SOE Everquest page". Sony. http://everquest.station.sony.com. 
  10. ^ Silverman, M. (2006). Beyond fun in games: The serious leisure of the power gamer. Concordia University. p. 91.  Quoted in Malone, 2007
  11. ^ "DKP explanation". Guild Afterlife. http://www.afterlifeguild.org/dkp-explanation. Retrieved 2008-12-21. 
  12. ^ Rezvani, Jeon (2008). Guild Leadership. pp. 107, 108. ISBN 9781435739550. 
  13. ^ Origin of terms used in WoW Arena play, TeamPandemic.net
  14. ^ "Stratics Official Game Lore". http://eq2.stratics.com/content/lore/lore_toc.php. "Five hundred years have passed since the Sleeper was awakened" 
  15. ^ "SOE Confirms Development on EverQuest "Next"". Allakhazam. 2009-09-13. http://eq2.zam.com/story.html?story=19260. Retrieved 2009-09-13. 
  16. ^ "EQ2Wire Coverage of EverQuest Next". EQ2Wire. 2010-08-09. http://eq2wire.com/2010/08/07/gallery-eqnext-screen-shots-and-concept-art-day-2. Retrieved 2010-08-09. 
  17. ^ a b c Champions Of Norrath Announcement, Sony.com
  18. ^ Official Everquest News Page, http://eqplayers.station.sony.com/
  19. ^ "EverQuest Players". Eqplayers.station.sony.com. http://eqplayers.station.sony.com/news_article.vm?id=51155. Retrieved 2009-03-13. 
  20. ^ "EverQuest Players". Eqplayers.station.sony.com. 2009-01-21. http://eqplayers.station.sony.com/news_article.vm?id=51238. Retrieved 2009-03-13. 
  21. ^ "Archived News for December 2003". EQ Stratics. Archived from the original on July 17, 2005. http://web.archive.org/web/20050717093438/http://eq.stratics.com/content/news/arc11-2003.php. Retrieved 2009-03-13. 
  22. ^ "Everquest Europe joins Everquest US". TG Daily. http://www.tgdaily.com/games-and-entertainment-brief/1778-everquest-europe-joins-everquest-us. Retrieved 2010-06-02. 
  23. ^ "Virtual kingdom richer than Bulgaria". BBC News. 2002-03-29. http://news.bbc.co.uk/2/hi/science/nature/1899420.stm. Retrieved 2007-07-05. 
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References

External links