EverQuest is primarily a fantasy-based massively multiplayer role-playing game franchise. The original game, EverQuest, was released on March 16, 1999 for PC and set the standard for the genre. For over a decade now, the original game has continued to be supported by players thanks in part to seventeen separate expansion packs. A PlayStation 2 version, EverQuest Online Adventures was released in 2003, which takes place in the same world of Norrath, but 500 years in prior to the events of the PC game. In 2004, a true sequel was released, which takes place 500 years after the events of the original. EverQuest II has since seen seven of its own expansion packs. The franchise has also seen several spin-off games including a pair of hack-n-slash RPG's for PlayStation 2, an RTS title for PC, an online CCG, and several pocket PC games. A third proper EverQuest game, temporarily known as EverQuest Next, was announced in August 2010 with no confirmed release date.
March 16, 1999
The original game pioneered the MMORPG genre in terms of 3D persistent worlds and subscription based play. Ultima Online came before it, but it was EverQuest that brought the pay-to-play concept to the mainstream. The game featured forteen playable classes, twelve playable races, and over one hundred unique zones to explore in the fantasy world of Norrath. Many of the concepts introduced in the game have become standard in almost every MMO released afterward.
April 25, 2000
The first expansion pack to EverQuest was met with rave reviews both critically and from the players. Among the highlights were the increase of the level cap from 50 to 60, the introduction of a new playable race with the Iksar, and a new continent (Kunark) to explore including over twenty new zones. Arguably the most popular addition though was the class-based epic weapon quests. To complete these multi-step quests, a player had to invest large amounts of time, and seek out extensive assistance from other players.
December 5, 2000
The second expansion to EverQuest was intended almost exclusively for high level players. It introduced a new continent, Velious, including nineteen new zones to explore. Also included were all-new armor designs that gave most of the equipment found in the expansion a unique look. The gameplay revolved around the players and guilds making a choice between three different factions (Dwarves, Giants, or Dragons) to join in an ongoing war for domination of the icy continent.
December 4, 2001
The third expansion to EverQuest brought new content to players of all levels. Travel to Luclin, one of two moons that revolve around Norrath, introduced twenty four new zones to explore. It also introduced a new playable race (Vah Shir), a new playable class (Beastlords), and player-owned horses. To entice level 60 players to keep grinding, Luclin introduced Alternate Advancement abilities which allowed players to toggle to a separate experience pool that would earn them points towards purchasing new skills. The most notable change to the game was a completely overhauled graphics engine that included all new character models for all of the playable races.
October 29, 2002
The fourth expansion for EverQuest took players to the realms of the gods. Although players had already experienced encounters with several of the game's gods, this expansion introduced over twenty new planar zones. More so than any previous expansions, PoP had an overarching story that unfolded as players advanced through the different tiers of planes by defeating certain deities. The most notable, or infamous, addition was a zone called the Plane of Knowledge, which included portals to every city in the game, making travel throughout Norrath virtually trivial. The level cap also increased from 60 to 65.
February 25, 2003
The fifth expansion to EverQuest was smaller than the previous four, but added several new features that had long been requested by the player base. A handful of new zones were added to the game in the way of the Broken Skull islands off the southern coast of Antonica. Frogloks, a race of frog-like people, were added as a playable race. Players who purchased the expansion also received an increased size in their bank space by double, the ability to purchase armor dye, and a new armor slot for Charms. A new guild management system and a cartography feature that allowed players to have in-game maps for the first time were also implemented.
September 9, 2003
The sixth expansion to EverQuest introduced the concept of instanced zones, which meant that each group entering a given dungeon would have their own instance of that dungeon to themselves rather than battling for content with other groups. Five different dungeons were added, including forty eight different variations. Players were even able to select the difficulty of the mission they selected, which would also determine the rewards for completing the mission. Augments were also introduced, making virtually every piece of equipment in the game customizable.
February 10, 2004
The seventh expansion to EverQuest added yet another accessible continent to the world of Norrath. Taelosia added twenty new zones for players to explore, half of which were instanced. A new playable class, the Berserkers were also introduced. New Alternative Advancement abilities based on leadership (groups and/or raids) gave players more on-screen info and statistics than ever before. And the tradeskill system was completely overhauled with a brand new interface.
September 14, 2004
The eighth expansion to EverQuest took players to completely different world known as Kuua. For the first time since the Ruins of Kunark, players could embark on epic weapon quests specific to their class. A new task system was implemented in order to provide bite-sized quests for solo players to do when not in a group. Players could also select titles for their character based on feats they'd accomplished either in battle or in their tradeskill profession. The level cap was also increased from 65 to 70.
February 15, 2005
The ninth expansion to EverQuest introduced many new zones to the continent of Antonica and gave players the option of entering an instanced version or non-instanced version of many of them. New features included a new Guild Hall, which was an instanced zone for a player's guild that featured a bank, vendors, and portals to many places throughout the game world. Changes to the user interface included a bandolier that allowed players to quickly swap out weapon sets, a potion belt to quickly access ailments, and a mail system that allowed players to send messages and items to others who were on or offline.
September 13, 2005
The tenth expansion to EverQuest began a storyline involving one the most mythical characters in the game's history, Mayong Mistmoore. This storyline lasted for the next several expansions. New features to the game included Monster Missions, which allowed players to temporarily take the role of creatures; Spirit Shrouds, which allowed players to temporarily lower their level to join lower level players; and items and equipment that earned experience and evolved.
February 21, 2006
The eleventh expansion to EverQuest took players through time to learn the secrets required to battle Mayong Mistmoore. New features to the game included player-set traps, buff filters that allowed players to permanently block buffs they do not need, destructible objects such as walls, and increased bank space. Also, Freeport and the surrounding areas (Commonlands and Desert of Ro) were given a complete revamp with new graphics.
September 19, 2006
The twelfth expansion to EverQuest led players into a previously undiscovered portion of Antonica and introduced a new race, the Drakkin. The Drakkin are a hybrid race of Humans or Elves infused with dragon blood. Also, the level cap was increased from 70 to 75. Other notable features included a new regen system that limited down time between combat, a new Corruption resistance stat, and a new tag on items related to quests.
February 13, 2007
The thirteenth expansion to EverQuest brought about the conclusion of the Mayong Mistmoore storyline. One of the key new features to the game were Guild Banners, which were fully customizable and allowed players to members to teleport directly to their guildmates from the Guild Hall. Another new feature was Fellowships, which allowed members of a guild to create cliques of up to nine people. A new equipment slot was also added for power sources that would increase the effectiveness of certain items.
November 14, 2007
The forteenth expansion to EverQuest took players to an ancient, unexplored region of Faydwer to do battle with the maniacal gnome necromancer, Meldrath, as well as discover what became of Kerafyrm (The Sleeper) after his escape from Velious. Among the changes to the game were an increased level cap from 75 to 80 and around 250 new alternate advancement abilities per class. A whole new attributes system was implemented as well, known as Heroic Stats, which enhanced players' base stats of strength, stamina, dexterity, intelligence, wisdom, and charisma.
October 21, 2008
The fifteenth expansion to EverQuest took players on a journey through time and space to save the world once again from an invasion from the realm of Discord. Twenty new zones were added that spanned the history of Norrath during the pivotal events that could greatly affect the future. The level cap once again increased, now to 85, and players could now hire mercenaries (tanks or healers) to accompany them in soloing or to fill an open group spot.
December 15, 2009
The sixteenth expansion to EverQuest opened up the realm of Brell Serilis, which had long-been rumored to be behind the gate at the bottom of The Hole. The biggest new feature to the game was an Expansion Progression window, which worked very similar to achievements. A new focus targetting system was added making it easier for players to monitor multiple targets simultaneously. And dozens of new weapon models were added, which gave most of the equipment found in Underfoot a unique look.
October 12, 2010
The seventeenth expansion to EverQuest brought players back to the original god encounter of the game, Cazic-Thule the Faceless. Along with over a dozen new zones and yet another level cap increase, from 85 to 90, there were several other additions to the game. Player housing allowed players to have their own personal homes with the ability to display trophies, decorations, and achievements.
November 15, 2011
The eighteenth expansion to EverQuest.
November 28, 2012
The nineteenth expansion to EverQuest.
October 8, 2013
The twentieth expansion to EverQuest.
November 8, 2004
Announced in 2002, the full-fledged sequel to EverQuest obviously carried a lot of hype and curiosity. The game takes place five centuries after the events of the original EverQuest soon after a cataclysmic event that results in the destruction of Luclin, one of two moons that revolves around Norrath. The massive pieces of the moon rained down and destroyed much of the known world. Norrath had been changed forever and several continents were assumed lost.
September 12, 2005
February 21, 2006
November 14, 2006
November 13, 2007
November 18, 2008
February 16, 2010
February 8, 2011
December 6, 2011
November 13, 2012
November 12, 2013
Release Date: TBD
Announced at the 2010 Las Vegas Fan Faire, EverQuest Next is the third installment of the main EverQuest franchise.
EverQuest Online Adventures
February 11, 2003
The franchise once again was a pioneer in the MMORPG space; this time in for consoles. The game takes place five hundred years prior to the events of the PC game. The known world of Norrath in the game consists only of Tunaria (later known as Antonica) and features ten playable races.
November 18, 2003
February 10, 2004
Developed by Snowblind Studios for the PlayStation 2, this hack 'n slash RPG features five playable race/class combinations and the ability to play cooperatively locally or online.
February 7, 2005
September 5, 2007
December 1, 2003
EverQuest Pocket PC: Episode 1
January 30, 2003
EverQuest Pocket PC: Attack on Qeynos
February 4, 2003
EverQuest Pocket PC: War on Faydwer
April 30, 2003