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EQ2 ClassesFollow

#1 Feb 25 2004 at 4:53 PM Rating: Good
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The following information was clipped from EQ2Vault. The document has been spell-checked and parsed for Allakhazam's format. It should be noted that EQ2 class progression is in a three tiered format: Archetype-Class-Subclass. The main archetypes are: Artisan, Fighter, Mage, Priest and Scout. Archetypes are coded in purple, classes in blue, and subclasses in green


Archetypes & Classes

EverQuest II uses a new class structure from that used in its predecessor, EverQuest. A player's first steps in the world of Norrath will be as a Commoner. At level three you will progress to the first step of classifying your character by selecting from one of five possible base classes, known as archetypes, each defining the base skills your character will be able to use throughout your time in Norrath.

After gaining experience in your archetype, you will be able to further specialize your character by selecting a class based upon your archetype at level ten. This class will be based on the archetype but will focus on specific, and possibly new, skills and abilities. At level twenty you will further your class specialization by selected from one of two subclasses. At level twenty, a character will have three different classes, an archetype, a class based upon the archetype, and a subclass that is based upon the class.

Upon release, EverQuest II will allow characters to level up to 50th level and will have a total of 47 classes (48 if you count Commoner from levels one to three) for players to choose from.
The archetypes and classes available based on archetype selected include:

Artisan
An artisan is capable of forging weapons and armor of various types and can transform mysterious relics into useful items. Many artisans find their wares and talents prized by the community. Artisans are able to work with many materials, including many found by adventurers as they travel the land. An artisan can work towards two different classes, builder or scholar, which can be selected by the artisan at level ten.

Builder - An artisan who becomes a builder has decided to specialize in the creation of material goods. A builder is a skilled crafter that can delve into metalworking, tailoring, woodworking, and other skills in order to make a wide variety of items ranging from well-made weapons to furniture and clothing. Builders provide to the community a variety of valuable commodities. Experienced builders will be able to specialize their skills even further at level twenty through a Sub-class, selecting either crafter or smith.
  • Crafter - A builder who selects the path of a crafter learns to specialize in the creation of leather, cloth, and wooden products. A crafter learns the mastery of building furnishings for homes, including items of prestige and distinction. A crafter will also use his skills to craft other products for adventurers and will learn to craft with exotic hides and skins to make unique items for the community.
  • Smith - A builder who selects the path of a smith learns to specialize in the art of weapon and armor crafting. A smith works to master the crafting of fine blades and sturdy armor. Smiths work with raw materials normally taken from the earth, but may also learn to mold and shape exotic materials from lands afar or even from strange creatures.


  • Scholar - An artisan that follows the path of a scholar decides to forsake the tools of the common trade to study the magic woven into items, such as artifacts and relics and other magical items. A scholar focuses their studies on their ability to examine and decipher the powers and magic behind certain objects. A scholar also learns and practices the ability to enchant mundane items with certain magics, enhancing the items for use by the community. Experienced scholars will be able to specialize their skills even further at level twenty though a sub-class, selecting either alchemist or sage.
  • Alchemist - A scholar who dabbles in the mysterious art of alchemy learns to create magical potions that can enhance the abilities of the imbiber and even imbue them with special abilities. An alchemist masters the art of working with rare and exotic ingredients and blending them with magic to produce elixirs of various sorts. Adventurers of the community look to alchemists to provide them with potions oftentimes necessary to survive harsh encounters or regions and many times the difference between life or death.
  • Sage - A scholar who follows the studious path of a sage learns to scribe mystical energy onto parchment for various purposes. Studying ancient languages and methods for imbuing magic through writing, scholars are able to provide the community with a variety of spells that can be used when needed merely by reading the scroll aloud. Sages also learn a little more about delving into the magic surrounding artifacts and rare items of power.



  • Fighter
    Always right in the face of danger, a fighter excels at close combat, utilizing various method, including deadly weaponry, refined and sturdy armor, feats of agility, and speed of body, in order to quickly dispatch creatures. A fighter is always in the forefront of a battle and their determination in battle provides safety to others of their group so that they can aid in combat as needed without danger of direct attack. A fighter has many options open to them for future specialization, each of them focusing on varying combat methods but still able to complete the task of destroying opponents while protecting party members.

    Brawler - A fighter who decides to become a brawler forsakes the use of heavy armor so that they may utilize their physical prowess more capably in combat. A brawler often focuses on hand-to-hand combat, preferring to remain close to their opponent in order to overpower their opponent with powerful and direct attacks. Those who follow the path of a brawler learn to focus their methods in combat in one of two ways.
  • Bruiser - A brawler who trains as a bruiser learns to focus the strength of their body into their powerful blows. Bruisers overpower their foes with their strength as quick as possible by transforming their bodies into brutal weapons designed to inflict suffering upon their enemies.
  • Monk - A brawler who follows the path of discipline and learns to engage an opponent using precise attacks and efficient counterattacks. Monks rely on their natural agility and training to avoid the attacks of their enemies. A monk's training consists of constant practice in evasion and responding to the attacks and openings of their opponents, oftentimes testing themselves against multiple opponent.


  • Crusader - Fighters who are devoted enough may learn to wield divine powers. These powers are used to aid them in battle alongside their normal abilities with weapons and armor. Fighters who kill for their deity and fight towards the preservation of all they hold true, Crusaders are known for their ability to deal impressive amounts of physical damage to their foes. Though aided by their deity, crusaders are capable of wielding a variety of weapons and shields to aid them in their efforts. Depending on their deity, a crusader has one of two paths available to them for specialization.
  • Paladin - Defenders of all things good and honorable, paladins worship the good deities of Norrath and are most often found protecting the city of Qeynos. Paladins adorn themselves with heavy and sturdy armor and wield their divine powers in battle to aid themselves and others around them, protecting them from possible harm. A Paladin is devoted to fighting for truth, nobility, honor, and virtue.
  • Shadowknight - A crusader that follows an evil deity can become a shadowknight, insidious dark crusaders who use the power of evil to advance their cause. Shadkowknights wield mystical powers that inflict fear, hate, and despair in their opponents. As with their divine influence, shadowknights wish to spread misery into the hearts of all of their opponents, showing the power of their deity over all.


  • Warrior - A master of many weapons and armor, a warrior stands bravely at the forefront of battle, striking fear into the hearts of their opponents. Utilizing well-fortified and heavy armors along with a vast array of weaponry, warriors stand adamant in their guard over their companions and use their training to engage and destroy their opponents in short order. A warrior may specialize their methods in combat further in two manners.
  • Berserker - Warriors who specialize in the combat styles of a berserker forgo the normal training that many warriors learn and learn to harness their rage and fury in battle. Their furious attacks overwhelm their opponents, to whom they show no mercy. Berserkers are capable of inflicting heavy amounts of damage with all manner of weapons but oftentimes leave themselves open to certain attacks due to their rage in battle that focuses on striking down opponents rather than maneuvering out of the way of each strike aimed towards them.
  • Guardian - Warriors who practice combat in a combination of defense and skill with weapons often select the path of a Guardian. Training and mastering the use of heavy armors to protect themselves in combat along with the use of weapons. Guardians devote themselves to their training in order to stand firm against any threat that may endanger their companions.



  • Mage
    Practitioners of mystical and dangerous arts, mages wield powerful forms of magic in order to strike down, enfeeble, hold, and control their opponents. The studies of mages delve into all things arcane, from rare spell books to once-lost scrolls found in far off lands. Mages provide devastating damage and effect with their spells from behind the main line of warriors in combat and also bolster their allies who keep opponents at bay with what magic they can. Mages learn to specialize their type of magic, from the ability to summon or control minions, to the specialization in damage with mighty bolts of arcane magic.

    Enchanter - Enchanters use mystical forces to beguile and control their enemies. By instilling confusion and misdirection in the minds of their adversaries, enchanters give their comrades the advantage in battle.
  • Coercer - Coercers dominate the minds of the weak and hurl their foes into paralyzing states of confusion and catatonia. They can also enhance the mental abilities and combat prowess of their allies.
  • Illusionist - Illusionists use arcane power to confound and befuddle their enemies. They also are able to boost the offensive and defensive capabilities of their allies.


  • Sorcerer - Sorcerers are experts of all forms of mystical attacks and spells that weaken the mystical abilities of their opponents. Fearsome in battle, sorcerers wield powerful arcane forces.
  • Warlock - Warlocks manipulate the destructive forces of poison and disease to obliterate their foes. They are masters of death and decay who deal devastating damage and pain to their opponents.
  • Wizard - Wizards are masters of the arcane arts who tap into the elemental powers of fire and ice. Wielding these powerful forces, wizards can inflict startling devastation upon their enemies.


  • Summoner - Summoners can call forth powerful creatures of Norrath and bend them to their will. Though the command a variety of mystical forces, the summoners foremost weapons are the monsters they control.
  • Conjuror - Conjurors summon forth powerful elemental beings that obey their master’s every command. Ripped from domains of the fire, air, soil, and water, these enslaved minions make very powerful servants and bodyguards.
  • Necromancer - Necromancers summon the dead and imbue them with unnatural life. These pitiful but powerful creatures are slaves to their masters until the grave claims them once more. Lords of death and decay, these powerful mages strike fear into the hearts of their enemies.



  • Priest
    Priests augment and replenish the health of their comrades to help them survive longer in combat. Though not particularly known for their battle prowess, priests fill a vital role in dangerous world by sustaining the physical and spiritual needs of their party.

    Cleric - Clerics use divine magic to tend to the physical and spiritual needs of their allies. These priests not only heal wounds and banish diseases but also magically augment the health of their comrades.
  • Inquisitor - Inquisitors are twisted fanatics who relentlessly advance the doctrines of their religions and accept no compromise in their beliefs. Skilled healers, they minister to the body while seizing control of the soul.
  • Templar - Templars are faithful servants of the divine who use their benevolent powers to aid their fellow adventurers. They mend the wounded and purge illness and suffering from the afflicted.


  • Druid - Druids are mighty priests whose powers are closely tied to nature. They heal and purge ailments from their party, blessing their companions with enhanced physical prowess.
  • Fury - Furies harness the power of storms and control the ferocity of nature. They command the feral spirits of the wilderness to strengthen and heal their companions.
  • Warden - Wardens are protectors of the woodlands and defenders of wildlife. They tap into the power of nature to mend wounds and purge ailments that afflict their allies.


  • Shaman - Shamans call upon the ancient spirits of the land, using protective wards and healing to invigorate their comrades. They remove afflictions from their companions and turn the vile magics back upon the enemy.
  • Defiler - Defilers enslave the spirits of their ancestors, harvesting and corrupting their power, to use against enemies. This stolen energy can also be used to heal and boost the capabilities of the defiler’s allies.
  • Mystic - Mystics seek a symbiotic connection with the spirits of their ancestors, petitioning them to bestow the power to heal the injured, invigorate the weak, and enhance the capabilities of their allies when on the field of battle.



  • Scout
    Scouts use stealth and cunning to explore the unknown. Highly skilled at detecting and disarming traps, they are experts at infiltrating the lair of the enemy. In combat, scouts rely upon the element of surprise to inflict opportunistic damage and gain an advantage over their opponents.

    Bard - Bards sing songs that bolster the abilities of their allies and inspire courage on the field of battle. Though skilled in a wide variety of weaponry, bards use their musical powers to wreak havoc upon the enemy.
  • Dirge - Dirges are singers of angry songs and laments, using the power of cacophony to subdue their enemies. Their songs of rage inspire the fury of battle within their allies.
  • Troubadour - Troubadours play music that inspires strength and courage in the hearts of their companions. They lead their allies into the deepest dungeons, raising their spirits with songs of victory.


  • Predator - Predators are relentless hunters who use stealth and cunning to stalk their prey. At home in the shadows, predators use the element of surprise to give their allies the upper hand.
  • Assassin - Assassins are cruel mercenaries who hunt down their prey, showing neither mercy nor compassion. They survey dark corridors for potential prey as well as hidden dangers that may be lurking ahead.
  • Ranger - Rangers are natural outdoorsmen and trackers, masters of stealthy movement in the undergrowth. They use perception and cunning to gain the advantage over their adversaries.


  • Rogue - The rogue is a crafty cutpurse who uses trickery to gain the advantage in battle. Always shrewd combatants, rogues use every opportunity to exploit the vulnerabilities of their opponents.
  • Brigand - Brigands are bloodthirsty highwaymen who will backstab anyone who isn’t mindful of their presence. They are unpredictable wildcards who arouse fear and confusion in the hearts of their adversaries.
  • Swashbuckler - Swashbucklers are dashing rogues who charm their way into your confidence while secretly loosening your purse strings. Though known to brag, they are dangerously cunning and should not be underestimated.

  • Edited, Wed Feb 25 17:09:18 2004 by Valzarius
    #2 Feb 25 2004 at 5:49 PM Rating: Good
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    Thank you, nice info:)

    So does this mean you ultimatley set Archetype at ten ?

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    #3 Feb 27 2004 at 4:11 PM Rating: Decent
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    I'm not a beta tester, so I can't 100% confirm the information. Since my main comupter was dead in the water for almost a week I had a little extra "free time" to browse the web on my ol' Pentium laptop. From the various EQ2 websites progression is as follows:
  • Level 1-2 - Everyone starts out as a commoner and does basic newbie trash killing.
  • Level 3 - You choose your Archetype
  • Level 10 - You choose your Class
  • Level 20 - You choose your Sub-Class

  • This is a HUGE departure from quite a few computer & paperbased RPGs, where you immidiately start off your class from day one. Personally I don't know exactly how I feel about waiting till level 20 to actually start my chosen profession. It's quite a different concept and I won't pre-judge it just because "I'm used to" something else.

    If anyone is beta testing EQ2 how is weapon selection handled? Do you get any spells if you choose a Mage or Priest archetype? What about restricted weapons when leveling as a commoner (lvl 1-2)? Can a supposive priest archetype use bladed weapons?

    Lots of very interesting questions to be fleshed out...
    #4 Feb 27 2004 at 4:39 PM Rating: Good
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    Very interesting,

    I'm witholding most judgement till I see it. I think it could possibly be a great system, Real class diversity has the potential to destroy the concept of the standard group. It will really force people to learn all new strategies, and promote uniquness.

    However, if they follow the current train of thought in EQ1 we could see far to much overlap in this system. I think there is far too much overlap in the game now with most abilities and spells being shared by 3 or more classes. I would love to see real class diversity in EQ2. Each class to have its own unique ability or abilities that makes them stand out as a class.

    One thing is for sure though, tradeskillers will be very happy. Gone will be the days of everyone being 200 in every tradeskill on the side. Low and Mid level crafted Items will have real value again. I am curious to know what value Artisans will bring to a group though. According to this it looks like Artisans will have no combat oriented abilities.
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    #5 Feb 27 2004 at 7:21 PM Rating: Decent
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    Hey. . . .where's my Beastlord class?!?!?!?!?! I thought there were going to be creature handlers in EQ2, did that get revoked?


    #6 Feb 27 2004 at 7:52 PM Rating: Decent
    Heeling wrote:
    Hey. . . .where's my Beastlord class?!?!?!?!?! I thought there were going to be creature handlers in EQ2, did that get revoked?


    Maybe Druid -> Fury? Sounds like BL a bit.
    #7 Feb 27 2004 at 8:39 PM Rating: Decent
    Okay, I'm really curious about the "tradeskill" classes. Do you actually go hunt stuff? Do you ever leave a city zone? Do you gain levels via tradeskilling instead of combat? Or do you just raise your tradeskill level and essentially remain a level 1 (or 10 or 20) person at the forge?

    The other classes all sound pretty familiar. Obviously, the content needs to be up to Eq1 level to get people to switch over, with better graphics, etc. Further, they really need to work on class balance. It took a long time for Eq classes to get this close to balance (which we are constantly reminded is not so great by various groups coming to this board and whining). The thing that scares me is that they have so many classes and subclasses - right from the beginning - that it may be really hard to get balanced.

    For example, look at the Fighter -> Warrior options. If you pick Defender, aren't you the ultimate tank, meaning you have the ultimate ability to take the beating? If you are really far better at this than, say, Fighter->Crusader->Paladin, the other will be really upset. What if you choose the berzerker option? Now you are a damage dealer, but if you really wanted to be a damage dealer, why not pick an archtype and class which are more damage oriented such as Scout->Rogue or Mage->Sorcerer?

    Essentially the subclass can make a *huge* difference, in some cases.

    There are a total of 28 subclasses, far more than the current number of classes in eq1 (16?) and as we can see from the above, some subclass choices make huge differences. Thus the concern that balancing all 28 is going to be messy. If it is messy at startup, it may not get a second chance without SOE pouring cash into it.

    I hope it works great and is ten times better than anything else out there.

    I totally agree with xythex that lots of Eq classes are running together. The 28 classes of Eq2 may also have this issue.

    I would propose the following idea, as an alternative. Divide all mobs into 5 catagories: earth, air, fire, water and "other" if you like. Define 4 tanking classes, each of which has an optimal opponent, say:
    warrior -> earth
    paladin -> air
    antipaladin -> fire
    ranger -> water
    Then each will get a second best, third best and fourth best.

    Against these particular mobs, that tank will get some bonuses: extra aggro, extra AC, extra riposte ability, etc. No bonuses exist against special mobs in the "other" catagory: like perhaps epic quest mobs, named mobs, or perhaps just some random ones, just because.

    Further, each tank class would have other unique abilites like they have now (lay on hands, harm touch, tracking, warrior disciplines and the like).

    Now have similar bonuses for the 4 int casters against each type of mob.

    For healers, keep track of the type of damage recieved by each person and give bonuses to heal that kind of damage.

    Have 4 melee damage dealers, each with a particular specialty.

    Now the dynamic part: every 4-8 months (earth time) re-roll the specialty of each class so that they we constantly have to actually adjust our playstyle.

    Have game areas where each type of mob is prevalent. It would just be known if you go to Steamfont, you'll get more fire than normal. In fact, you could experiment with zones (maybe planes) which have virtually exclusively one type of mob. You don't want to lean too heavily on this system, or else you will force players into completely "idealized" groups. This might be OK for, say, some plane which you don't expect many people to visit and want to have some really unique content there. Obviously you wouldn't put someone's epic piece there.

    Acknowledge there are four basic types of people available for grouping, and allow groups up to 8 people: but no more than 2 of each archtype (e.g. no more than 2 tanks, and 2 int casters, etc.) Thus so long as there isn't a *huge* disproportion of players wanting to be, say, tanks, no one will have massive trouble finding a group.

    This isn't revolutionary, perhaps a bit more novel than the announced Eq2 system. The designers should realize this kind of thing could suck, and have a mechanism in place to actually eliminate it if it sucked too badly.

    My point is they should be ambitious, but have in place mechanisms - well announced ahead of time - to remove certain features if they get totally out of hand.
    #8 Feb 28 2004 at 12:46 AM Rating: Decent
    competition is good. looks like SoE is learning a bit from Mythic and DAoC.

    very simular in class structur as DAoC.

    lets see if they can learn anything about CS before it goes live and is a beta form everyone is paying to play instead of a working game.
    #9 Feb 28 2004 at 10:25 AM Rating: Decent
    I'm not sure if I like this or not as of yet. Seems like grouping will be a PITA at first, for the simple reason of having to know who does what (slow, crowd control, and what not) On the other hand I guess the gives more options on forming that perfect grp.

    #10 Feb 28 2004 at 10:33 AM Rating: Default
    as Lord Xytex already mentioned the Artisans seems to lack in the field of simple combat survivial on the first glance. I only hope that SOE has not invoked a system where the Artisan will be nothing more than everybodys favourite alt....
    #11 Feb 28 2004 at 11:02 AM Rating: Good
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    I think it could possibly be a great system, Real class diversity has the potential to destroy the concept of the standard group. It will really force people to learn all new strategies, and promote uniquness.
    A lot of them look like they just took EQ classes and cut them in half. Do I want to be a 'chanter who can charm and mez or one who buffs? Do I want a bard who sings haste and regen or one who sings chants? A rogue who backstabs or one who sneak/hides?

    I'm not saying that all those abilities won't be shared (I assume all rogue types can hide), but it seems like a good number of watered down classes just to make the list longer.
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    #12 Feb 28 2004 at 5:02 PM Rating: Decent
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    If you want more info on EQII you might try the sites that is covering EQII. You will get alot for infomation on it. try a search on Google.

    #13 Feb 29 2004 at 8:55 PM Rating: Decent
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    According to Moorgard (sp), the SOE public relations manager for the EQII rollout, part of the reason for the class structure is to break up the need for a specific class. If a group has a representative member of all archetypes, the group should essentially do very well. Instead of specifically looking for a paladin, shadowknight, or berserker for the main tank...any member of the Fighter archetype can fullfill this role. Note: I'm indirectly quoting Mr. Moorgard on this issue and can't speak through personal experience.

    Another corrective action taken by the stepped class progression is automatic limits of certain magic items, weapons or armor. If the item is shadowknight only, the user most likely will not be able to wear said armor till at least level 20. Gone will be the days of newbie characters equipping themselves with level 55+ equipment. Level restrictions on equipment will be in place in addition to the class level restrictions.
    #14 Mar 01 2004 at 4:37 AM Rating: Default
    Quote:
    Gone will be the days of newbie characters equipping themselves with level 55+ equipment.
    Say hello to a game where powerleveling from 1-20 becomes the rule ;)
    #15 Mar 02 2004 at 12:28 AM Rating: Decent
    I'm wondering if they plan on having weapon decay. BECAUSE IF THEY DO, I will not play EQ two. Just a thought!
    #16 Mar 02 2004 at 12:38 AM Rating: Decent
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    I like the new set up almost as much as i like eq's set up. Sounds cool, they must of worked really hard to make this one beter.

    Edited, Tue Mar 2 00:39:05 2004 by OldEQJunkie
    #17 Mar 02 2004 at 9:49 AM Rating: Decent
    It looks to me like the final class splits are more about good and evil. If you look at the final class splits one seems to have damaging or manipulative invasive type abilities vs more passive defensive or group oriented abilities. I'm guessing that there is a good deal of overlap between the two classes with unique spell sets for there specialties.

    Looks exciting to me. Can't wait to give it a whirl in beta.
    #18 Mar 02 2004 at 9:54 AM Rating: Decent
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    According to Mr. Moorgard weapon decay and no transfers between banks have been removed. You can now access all your stuff from any bank, and weapon decay was an idea that didn't go over well in testing.

    They still are working out some form of detriment when you die. The original thought was either to lose and item or make an item less effective (in addition to losing XP) when you die. Both of these were deemed "to harsh" in beta testing, and they still are working out exactly what will happen when you die.

    The Artisan archetype can do combat but only on a minor scale. This archetype gets experience by making items of varying quality. On a daily basis an artisan can perform "in city mini quests" to obtain plat to make items. Crafting items has significantly changed, where crafting is no longer dumping a bunch of goods into a forge and hitting combine. They've made this a multi step process where timing and experience is essential to crafting the goods. It should also be noted that SOE is very carefully watching the tradeskills economy by making the vendor prices for components much more variable than before. More on this can be found at EQ2 Vault.
    #19 Mar 02 2004 at 7:16 PM Rating: Decent
    28 ranger: "Hey you guys grouping?" "Got an extra spot?"

    29 cleric whispers to 30 defender: "Psssstttt.....he's a ranger, pass!"

    30 defender: "Sorry dude, this group needs a Chanter"


    ......a little while later.......


    28 ranger: "hey there you guys grouping or what?"

    2 Commoner to 3 Commoner: " PsssssTT....pass he's a ranger."
    #20 Mar 02 2004 at 10:46 PM Rating: Decent
    EQ2 is not even close to EQ. Beastlords are not in EQ2 since Luclin blew up. No more KSing, no more buffing others not in your group, Artisans don't have to leave a city if they don't want to, but they do have some combat skills (no clue what they are). There will be only 2 starting cities, and the list keeps going and going. (but since beta has not started yet no one can really say what it will be like yet).

    I would visit these two sites and you can find all the info there is about the game.

    http://eq2vault.ign.com/
    http://www.eqii.com/
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