Wat is EverQuest II?
EverQuest is een Massive Multiplayer Online Role Playing Game vergelijk baar met de eerste versie van EverQuest. EverQuest II heeft adembenemde graphics gecombineerd met een mooie wereld. Spelers zullen honderden unieke 'schepsels'
tegenkomen. meer dan 1000 nieuwe items, 100 magische spreuken. Kortom, oneindig speelplezier...
Waarschijnlijke release datum: 11/15/04
Features van EverQuest II
- Een nieuwe wereld genaamt Norrath
- Makkelijk speelbaar
- Geadvanceerde character creation
- 16 races
- 48 classes
- State-of-the-Art Graphics Engine (New advanced cinematic quality 3D engine capable of improving as hardware technology advances)
- Nieuw skill systeem
- Meer dan 1000 nieuwe items
- Eigen huizen voor jezelf of voor jou guild
- Dynamische gevechten en magie
- Meer dan 160 monsters
- Geadvanceerde chat (Faction belief systems)
- En al het oude wat EverQuest I ook al had!
Races
Dwarves
The Dwarves are a short, sturdy people created by Brell Serilis. Stout and strong, this race is known for its bravery and sense of honor - though not particularly for its intellect. Dwarves make the most faithful of friends and, should the situation require it, the most tenacious of enemies. Dwarves possess an abiding love for stone and earth, having carved their home city of Kaladim deep into the dense rock of the Butcherblick Mountains. Kaladim's architecture showed the pride dwarven artisans take in their work: clean, elaborately carved stones were used to construct the practical yet ornate buildings within the city. Similarly, dwarven armor and weaponry is well known for its high quality and durability; it is often etched with extravagant designs and runes. Considered excellent miners, dwarves love to harvest rare and precious gems from the depths of the earth. In honor of their ancestral homeland, many dwarves mark their faces with symbols of their sacred earth.
Erudite
Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves. Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible tool on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.
Froglok
Frogloks are a short amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the frogloks have a longstanding conflict with the trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical feature. Shortly thereafter, these frogloks drove the trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr in honor of their master. In terms of architecture and design, the frogloks remain true to their primitive roots. They can little for ornamentation, preferring instead to surround themselves with reminders of their swampy home.
Though of relatively stout build, the frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not betray the inherent goodness of their beliefs.
Gnome
Gnomes are a tiny, slightly built race created by Brell. What they lack in size they make up for in tenacity and ingenuity. Gnomes are known for their inquisitive nature, constantly tinkering with things both mystical and technological. This poking around has gotten them into trouble in the past, but their craftiness and intellect has allowed them to survive and prosper despite whatever mischief they might unleash. Gnomish architecture is mechanistic in nature, with lots of gears and motors turning all manner of odds creations. Gnomes are known for constructing "clockwork" devices, essentially mechanical versions of all manner of creatures, from rats to dragons. They even make clockwork gnomes to aid them in the completion of manual labor.
Like their cousins the dwarves, gnomes are adept miners with a love for precious gems and the metals of the earth. As they are lacking in physical strength, many gnomes concentrate on intellectual pursuits through the study of magic. Gnomes believe every question can be answered through their system of Mechanimagica, a belief that combines science and magic. The gnomes; analytical minds are always working, constantly devising new formulas, strategies, and sometimes mischief.
Halfling
Halflings are the creation of Bristlebane, King of Thieves and lord of the Plane of Mischief. They are, as their name implies, about half the height of humans, and are known for their rounded, slightly portly features and oversized hairy feet. Halflings are good-natured and friendly, amiable to just about anyone who doesn't show them open hostility. Though well-intentioned, it is common for halflings to fall into all manner of mischief and shenanigans. Nothing pleases a halfling more than sitting by a fire with family and friends, recounting stories of past adventures. Even so, halflings are durable survivors, formidable in battle when forced into that situation.
Originally from Rivervale, halflings are devoted to their beloved thicket. They build houses into grass-covered mounds of earth, being partial to rounded doorways and low ceilings.
Their strong ties to family and community inspire halflings to become noble Fighters. Their inherent inquisitiveness makes them excellent Scouts. As intellectual pursuits are not the halflings' strong suit.
High-Elve
High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciate art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only to a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.
Human
Three words best exemplify the strength of humans: diversity, ingenuity, and adaptability. No other race has as many beliefs and class options, few races match their ability to think creatively, and no race has proven to accept change as well as humanity. As an evolutionary offshoot of the barbarians, humans are generally more refined than their northern ancestors. Though they excel at no singular profession and have nothing extraordinary in the way of physical attributes, humans can fill virtually any role well, making up for their shortcomings with quick thinking.
The height of human power came at the end of the Age of Blood, when the mighty Combine Empire ruled over most of Norrath. Eventually the empire splintered, with most of its leaders carrying their internal conflicts to the moon of Luclin. Relics of the Combine Empire have long dotted the landscapes of Norrath. A more intellectual subset of humans, the Erudites, long ago separated themselves from the less cerebral kin. Erudites have since experienced an evolution of their own.
Qeynos and Freeport stand as monuments to the design and culture of humans. Having survived the Age of Cataclysms relatively unscathed, it is humanity that now holds the greatest advantage.
Wood Elf
Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of the other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.
Dark Elf
Dark elves are one of the three known ancient elf races, one of the oldest on Norrath. They are known by the elf world, Teir'Dal, a word meaning "elf of the abyss." They have existed for ages in the dark underworlds of Norrath, and are the children of Innoruuk. Legend has it that the Prince of Hate captured the first elven king and queen and tortured them over the span of 300 years, tearing them apart and rebuilding them in his own twisted image. Whatever their true origins may be, there is no doubt that the dark elves have embraced Hate as a guiding force in their lives. Hate, when disciplined, can make one strong and focused. When inspired in others, it can be a means to corrupt and control them. The practice of necromancy, which the Teir'Dal se as Innoruuk's gift to their race, is very much at the core of their culture.
Dark elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. While ogres have regained their former intellect and are no longer prone to Teir'Dal manipulation, dark elves continue to look for ways to manipulate anyone they can.
Iksar
The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength. The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, a direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally.
The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.
Ogre
The ogres are a massive race created by Rallos Zek. Built for warfare, these hulks long ago ruled an empire that encompassed most of Norrath. Eventually they mounted a massive army to challenge the Rathe Council in the Plane of Earth. For demonstrating such pride, the Rathe laid a curse upon all of Zek's creations, crippling their intelligence and causing their empire to crumble. Ogres became the pawns of the other races, remaining largely confined to their crude stone huts in the Feerrott when not engaged in small-scale conflicts. When the gods eventually withdrew from their planes, the veil was lifted from the minds of the ogres. They had just begun rebuilding their culture when they were visited by the Avatar of War, who had been ordered by Rallos to organize a new Rallosian Empire designed to wipe out all the other races from the face of Norrath. The ogre's high commander, General Urduuk, broke a pact that Rallos had made with Cazic-Thule by taking control of Cazic's temple and the gate to the Plane of Fear. For again demonstrating such pride as to insult the gods, the Avatar of Fear unleashed the dreaded Green Mist, wiping out nearly the entire ogre race just as they were on the verge of conquering Qeynos and Freeport.
Ratonga
The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After the encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces. Rumors surfaced that the ratonga were a tribe of rat-men related to the Chertari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chertari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing.
The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.
Troll
The trolls were the first race placed on Norrath by Cazic-Thule. They are nearly as tall as ogres but less bulky, with rough greenish skin and sinister features. Trolls will eat anything, cooked or uncooked, as long as it was (or still is) alive at some point. Trolls care only for satisfying their personal desires, which mostly revolved around a hunger for food and a lust for battle. While they are reviled by most other races, they would be even more dangerous if their intelligence wasn't so limited. Even so, their inherent savagery and selfishness combined with formidable strength make them deadly opponents. Built into the muck and mire of Innothule Swamp, the troll city of Grobb was a primitive, messy hovel. It was eventually conquered by their ancient rivals, the frogloks, who transformed the city into Gukta. The trolls sought refuge with their dark elf allies, falling even more under the control of the Teir'Dal.
Despite their limitations, trolls are not to be underestimated. A particularly savage clan made their home in Broken Skull Rock, filling their hearts with the doctrines of Hate. With Innoruuk as their new master, they stole an ancient artifact from Grobb, a stone etched with the prophecy of the Grozmok. Trolls continue to await the coming of the Grozmok, a mythical figure that will unite the tribes under the combined might of Fear and Hate.
Barbarian
Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Everfrost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architectures. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore. The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race.
Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.
Half Elf
Caught between cultures, half elves possess no heritage of their own and have long been forced to exist outside the boundaries of polite society. As such, they've been mostly content to live in the human cities or to embrace their woodland heritage and call the outdoors home. With the influx of refugees into the cities, half elves have come to feel displaced from the only way of life they knew. They have grown somewhat rebellious as a result and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Though often used by dark elves and high elves as an insult, the half elves have embraced the word as a symbol of their unique place in the world.
High elves and dark elves view half elves with disdain, as they represent a taint upon the purity of their respective races. Wood elves are somewhat more accepting, and humans simply don't care one way or the other.
Kerra
Female Kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.
During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived the journey and renamed his lost tribe the Vah Shir. The kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some Vah Shir returned to Kerra Isle, breeding a new, stronger people.
Classes:
Fighter:
- Warrior
- Crusader
- Brawler
Scout:
- Predator
- Bards
- Rogue
Mage:
- Sorcerer
- Enchanter
- Summoner
Priest:
- Cleric
- Druid
- Shaman
Screenshots:
http://www.mmorpg.com/images/screenshots/2256.jpg
http://www.mmorpg.com/images/screenshots/2161.jpg
http://www.mmorpg.com/images/screenshots/2151.jpg
http://www.mmorpg.com/images/screenshots/1920.jpg
Voor meer screenshots: http://www.mmorpg.com/gam...reens/gameID/2/setStart/1
Wat heb ik nodig?
Minimum Requirements
Operating System: Windows 98/2000/ME/XP
Processor: 1GHz
RAM: 512 MB
Video Card: DirectX 9 compatible. Pixel shader and vertex shader compatible hardware with 64 MB of texture memory
Sound Card: DirectSound compatible audio hardware
Recommended Specifications:
Operating System: Windows XP
Processor: 2 GHz or greater
RAM: 1 GB
CD-ROM: 16x CD-ROM or DVD-ROM
Video Card: DirectX 9 compatible. Pixel shader and Vertex shader compatible hardware with 128mb of texture memory or greater
Sound Card: Sound Blaster Audigy
-----------------------------------
Commentaar is welkom, dit is mijn eerste startpost omdat niemand een topic hier over maakt
EverQuest is een Massive Multiplayer Online Role Playing Game vergelijk baar met de eerste versie van EverQuest. EverQuest II heeft adembenemde graphics gecombineerd met een mooie wereld. Spelers zullen honderden unieke 'schepsels'
Waarschijnlijke release datum: 11/15/04
Features van EverQuest II
- Een nieuwe wereld genaamt Norrath
- Makkelijk speelbaar
- Geadvanceerde character creation
- 16 races
- 48 classes
- State-of-the-Art Graphics Engine (New advanced cinematic quality 3D engine capable of improving as hardware technology advances)
- Nieuw skill systeem
- Meer dan 1000 nieuwe items
- Eigen huizen voor jezelf of voor jou guild
- Dynamische gevechten en magie
- Meer dan 160 monsters
- Geadvanceerde chat (Faction belief systems)
- En al het oude wat EverQuest I ook al had!
Races
Dwarves
The Dwarves are a short, sturdy people created by Brell Serilis. Stout and strong, this race is known for its bravery and sense of honor - though not particularly for its intellect. Dwarves make the most faithful of friends and, should the situation require it, the most tenacious of enemies. Dwarves possess an abiding love for stone and earth, having carved their home city of Kaladim deep into the dense rock of the Butcherblick Mountains. Kaladim's architecture showed the pride dwarven artisans take in their work: clean, elaborately carved stones were used to construct the practical yet ornate buildings within the city. Similarly, dwarven armor and weaponry is well known for its high quality and durability; it is often etched with extravagant designs and runes. Considered excellent miners, dwarves love to harvest rare and precious gems from the depths of the earth. In honor of their ancestral homeland, many dwarves mark their faces with symbols of their sacred earth.
Erudite
Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves. Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible tool on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.
Froglok
Frogloks are a short amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the frogloks have a longstanding conflict with the trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical feature. Shortly thereafter, these frogloks drove the trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr in honor of their master. In terms of architecture and design, the frogloks remain true to their primitive roots. They can little for ornamentation, preferring instead to surround themselves with reminders of their swampy home.
Though of relatively stout build, the frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not betray the inherent goodness of their beliefs.
Gnome
Gnomes are a tiny, slightly built race created by Brell. What they lack in size they make up for in tenacity and ingenuity. Gnomes are known for their inquisitive nature, constantly tinkering with things both mystical and technological. This poking around has gotten them into trouble in the past, but their craftiness and intellect has allowed them to survive and prosper despite whatever mischief they might unleash. Gnomish architecture is mechanistic in nature, with lots of gears and motors turning all manner of odds creations. Gnomes are known for constructing "clockwork" devices, essentially mechanical versions of all manner of creatures, from rats to dragons. They even make clockwork gnomes to aid them in the completion of manual labor.
Like their cousins the dwarves, gnomes are adept miners with a love for precious gems and the metals of the earth. As they are lacking in physical strength, many gnomes concentrate on intellectual pursuits through the study of magic. Gnomes believe every question can be answered through their system of Mechanimagica, a belief that combines science and magic. The gnomes; analytical minds are always working, constantly devising new formulas, strategies, and sometimes mischief.
Halfling
Halflings are the creation of Bristlebane, King of Thieves and lord of the Plane of Mischief. They are, as their name implies, about half the height of humans, and are known for their rounded, slightly portly features and oversized hairy feet. Halflings are good-natured and friendly, amiable to just about anyone who doesn't show them open hostility. Though well-intentioned, it is common for halflings to fall into all manner of mischief and shenanigans. Nothing pleases a halfling more than sitting by a fire with family and friends, recounting stories of past adventures. Even so, halflings are durable survivors, formidable in battle when forced into that situation.
Originally from Rivervale, halflings are devoted to their beloved thicket. They build houses into grass-covered mounds of earth, being partial to rounded doorways and low ceilings.
Their strong ties to family and community inspire halflings to become noble Fighters. Their inherent inquisitiveness makes them excellent Scouts. As intellectual pursuits are not the halflings' strong suit.
High-Elve
High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciate art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only to a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.
Human
Three words best exemplify the strength of humans: diversity, ingenuity, and adaptability. No other race has as many beliefs and class options, few races match their ability to think creatively, and no race has proven to accept change as well as humanity. As an evolutionary offshoot of the barbarians, humans are generally more refined than their northern ancestors. Though they excel at no singular profession and have nothing extraordinary in the way of physical attributes, humans can fill virtually any role well, making up for their shortcomings with quick thinking.
The height of human power came at the end of the Age of Blood, when the mighty Combine Empire ruled over most of Norrath. Eventually the empire splintered, with most of its leaders carrying their internal conflicts to the moon of Luclin. Relics of the Combine Empire have long dotted the landscapes of Norrath. A more intellectual subset of humans, the Erudites, long ago separated themselves from the less cerebral kin. Erudites have since experienced an evolution of their own.
Qeynos and Freeport stand as monuments to the design and culture of humans. Having survived the Age of Cataclysms relatively unscathed, it is humanity that now holds the greatest advantage.
Wood Elf
Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of the other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.
Dark Elf
Dark elves are one of the three known ancient elf races, one of the oldest on Norrath. They are known by the elf world, Teir'Dal, a word meaning "elf of the abyss." They have existed for ages in the dark underworlds of Norrath, and are the children of Innoruuk. Legend has it that the Prince of Hate captured the first elven king and queen and tortured them over the span of 300 years, tearing them apart and rebuilding them in his own twisted image. Whatever their true origins may be, there is no doubt that the dark elves have embraced Hate as a guiding force in their lives. Hate, when disciplined, can make one strong and focused. When inspired in others, it can be a means to corrupt and control them. The practice of necromancy, which the Teir'Dal se as Innoruuk's gift to their race, is very much at the core of their culture.
Dark elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. While ogres have regained their former intellect and are no longer prone to Teir'Dal manipulation, dark elves continue to look for ways to manipulate anyone they can.
Iksar
The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength. The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, a direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally.
The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.
Ogre
The ogres are a massive race created by Rallos Zek. Built for warfare, these hulks long ago ruled an empire that encompassed most of Norrath. Eventually they mounted a massive army to challenge the Rathe Council in the Plane of Earth. For demonstrating such pride, the Rathe laid a curse upon all of Zek's creations, crippling their intelligence and causing their empire to crumble. Ogres became the pawns of the other races, remaining largely confined to their crude stone huts in the Feerrott when not engaged in small-scale conflicts. When the gods eventually withdrew from their planes, the veil was lifted from the minds of the ogres. They had just begun rebuilding their culture when they were visited by the Avatar of War, who had been ordered by Rallos to organize a new Rallosian Empire designed to wipe out all the other races from the face of Norrath. The ogre's high commander, General Urduuk, broke a pact that Rallos had made with Cazic-Thule by taking control of Cazic's temple and the gate to the Plane of Fear. For again demonstrating such pride as to insult the gods, the Avatar of Fear unleashed the dreaded Green Mist, wiping out nearly the entire ogre race just as they were on the verge of conquering Qeynos and Freeport.
Ratonga
The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After the encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces. Rumors surfaced that the ratonga were a tribe of rat-men related to the Chertari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chertari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing.
The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.
Troll
The trolls were the first race placed on Norrath by Cazic-Thule. They are nearly as tall as ogres but less bulky, with rough greenish skin and sinister features. Trolls will eat anything, cooked or uncooked, as long as it was (or still is) alive at some point. Trolls care only for satisfying their personal desires, which mostly revolved around a hunger for food and a lust for battle. While they are reviled by most other races, they would be even more dangerous if their intelligence wasn't so limited. Even so, their inherent savagery and selfishness combined with formidable strength make them deadly opponents. Built into the muck and mire of Innothule Swamp, the troll city of Grobb was a primitive, messy hovel. It was eventually conquered by their ancient rivals, the frogloks, who transformed the city into Gukta. The trolls sought refuge with their dark elf allies, falling even more under the control of the Teir'Dal.
Despite their limitations, trolls are not to be underestimated. A particularly savage clan made their home in Broken Skull Rock, filling their hearts with the doctrines of Hate. With Innoruuk as their new master, they stole an ancient artifact from Grobb, a stone etched with the prophecy of the Grozmok. Trolls continue to await the coming of the Grozmok, a mythical figure that will unite the tribes under the combined might of Fear and Hate.
Barbarian
Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Everfrost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architectures. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore. The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race.
Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.
Half Elf
Caught between cultures, half elves possess no heritage of their own and have long been forced to exist outside the boundaries of polite society. As such, they've been mostly content to live in the human cities or to embrace their woodland heritage and call the outdoors home. With the influx of refugees into the cities, half elves have come to feel displaced from the only way of life they knew. They have grown somewhat rebellious as a result and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Though often used by dark elves and high elves as an insult, the half elves have embraced the word as a symbol of their unique place in the world.
High elves and dark elves view half elves with disdain, as they represent a taint upon the purity of their respective races. Wood elves are somewhat more accepting, and humans simply don't care one way or the other.
Kerra
Female Kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.
During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived the journey and renamed his lost tribe the Vah Shir. The kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some Vah Shir returned to Kerra Isle, breeding a new, stronger people.
Classes:
Fighter:
- Warrior
- Crusader
- Brawler
Scout:
- Predator
- Bards
- Rogue
Mage:
- Sorcerer
- Enchanter
- Summoner
Priest:
- Cleric
- Druid
- Shaman
Screenshots:
http://www.mmorpg.com/images/screenshots/2256.jpg
http://www.mmorpg.com/images/screenshots/2161.jpg
http://www.mmorpg.com/images/screenshots/2151.jpg
http://www.mmorpg.com/images/screenshots/1920.jpg
Voor meer screenshots: http://www.mmorpg.com/gam...reens/gameID/2/setStart/1
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Minimum Requirements
Operating System: Windows 98/2000/ME/XP
Processor: 1GHz
RAM: 512 MB
Video Card: DirectX 9 compatible. Pixel shader and vertex shader compatible hardware with 64 MB of texture memory
Sound Card: DirectSound compatible audio hardware
Recommended Specifications:
Operating System: Windows XP
Processor: 2 GHz or greater
RAM: 1 GB
CD-ROM: 16x CD-ROM or DVD-ROM
Video Card: DirectX 9 compatible. Pixel shader and Vertex shader compatible hardware with 128mb of texture memory or greater
Sound Card: Sound Blaster Audigy
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Commentaar is welkom, dit is mijn eerste startpost omdat niemand een topic hier over maakt
[ Voor 5% gewijzigd door Verwijderd op 16-10-2004 16:02 ]