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EverQuest II (commonly abbreviated as EQ2), the sequel to EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on November 8, 2004. It features graphics and gameplay vastly updated from its predecessor as well as NPCs that use audio for speech.

Gameplay


While the gameplay continues to focus greatly on killing creatures for experience points and loot, there have been several significant changes from the original EverQuest. One of the greatest efforts has gone into developing trade skills into a much more complex and viable character archetype.

Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ. The most bold addition is the concept of "locked encounters". When a player (or group) attacked a creature, the encounter became locked to that player. To stop kill stealing and powerleveling, other players could not assist in the encounter unless the player who locked it used a special "/yell" command for help, after which the encounter rewarded neither loot nor experience. The encounter locking feature became an optional toggle during Live Update 13 which coincided with the Desert Of Flames expansion. Players can now choose whether to risk giving up their claim to an encounter in exchange for outside help that might allow them to survive.

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