
EverQuest II - The Rise of Kunark
Nov 9 2007 2:55PM
An exclusive look at the fourth EQII expansion
By Linda "Brasse" Carlson

Let me start out by saying that this expansion comes with the perfect acronym, because Rise of Kunark ROKS!
This is the fourth full expansion for the EverQuest II franchise, revisiting one of the most beloved regions of old Norrath, the continent of Kunark. Running the gamut from island strongholds to lush jungles, and also including the realm of the dragon-lord Trakanon, this expansion covers a lot of territory.
Much of the back-story revolves around the rise of the once shattered Iksar Empire, now led by the ancient and vile Venril Sathir. Having long-since abandoned his post in Karnor's Castle, he has consolidated his power over the Iksar tribes and has rebuilt an empire based in the sacred Iksar citadel of Sebilis.
Iksar players may initially rejoice at the news, but there is no place for them in the new Empire. Foreign-born Iksar are treated as outlanders, as much an enemy as any Halfling or Wood Elf.

Dragons? Oh yes, there are dragons in Kunark, now as ever. The Ring of Scale, under control of mighty Trakanon, has designs on Norrath. Many names familiar to EQ players will echo through Kunark: Xygoz, Phara Dar, Hoshkar, Druushk, Nexona...
New Level Caps
All players will be able to increase their adventuring and tradeskill levels from 70 to 80. Kunark is particularly geared for the high-end crowd and is set to carry them for the ten additional levels.
Guilds will also rise in rank, jumping 20 levels to match the level cap of 80. That is a lot of guild experience for people to gather up, and it will be a significant and lengthy challenge.
No changes are planned for the Alternate Achievement abilities themselves, but players will be able to spend an additional 40 points with the expansion, in addition to the original 100 allotted.
New Game Features
The Kunarkian Rhinoceros mount is a sturdy and impressive beast, perfect for a Dwarf like me, or for lesser people who want something a little different. The Rhino is available for purchase, and players will be able to utilize their status points to procure an epic version as well.
Epic Weapons are back! Every one of the twenty-four classes in EQII will be able to quest for an Epic Weapon. These will come in two flavors: the Legendary version will be obtainable with hard work by a group, while upgrading to the Fabled version will require successful raid ventures. These weapons are beautifully designed and very appropriate to the Kunarkian style.
More gods are returning! The Tribunal has a presence here, dispensing its own sense of justice. Karana the Rainkeeper will stride the plains once more, and Bertoxxulous will lurk in the shadows, waiting to spread pestilence far and wide. Of course, Bristlebane, the eternal Trickster, already returned to Norrath, coming on his own whim and not paying attention to anyone else's scheduling.
New Player Race – Sarnak!
The Sarnak are very dragon-like in appearance, but not descended from the great creatures of legend. Instead, they were created by the Iksar through the use of dark magics for the purpose of serving the Empire. It is unknown if any essence from true dragons was used in their construction. Far from being the mindless slaves the Iksar had hoped for, Sarnak proved to be very intelligent and resisted the slavery they found themselves born into. Eventually a number of them escaped the clutches of their overlords and fled into the wilderness. There the Sarnak began to take control of their destiny and built a city-stronghold called Chardok.

Constantly pressed by the vicious Iksar tribes, and determined to survive and defeat their mortal enemies, the Sarnak made two bold moves. First, being skilled in strange magics themselves, they have genetically altered some of their race to serve as a specialized warrior caste. Secondly, they expanded their territories to the isles of Timorous Deep in an effort to provide a place of safe haven for the birth and training of the new generations of their kind.
The Sarnak have become a fierce and honorable race but, partially because of their warlike spirit, are often though of as being "evil." They are not concerned about the opinions of other races, as they're more focused on their own survival.
In terms of size, the Sarnak are very tall, on par with Ogres and Trolls. The females are significantly larger than the males and can be very daunting. Both sexes sport ornate scale patterns and variations in horn design. They have a more horizontal stance than other races, and use their long tail as a counterbalance when running.
Racial traditions of the Sarnak include the ability to breathe fire and to jump longer distances than other large races.
Classes available for Sarnaks reflect the skills they learned from the Iksar so long ago: Troubador, Dirge, Assassin, Brigand, Wizard, Warlock, Coercer, Necromancer, Guardian, Berserker, Bruiser and Shadowknight. That is not to say that an individual Sarnak cannot answer a call to join the forces of good in Qeynos – they will just have to prove their dedication via a long and involved "betrayal quest" first.
Content Overview
Unlike the previous expansion, Echoes of Faydwer, the Rise of Kunark is geared toward the higher-level players in EQII, primarily those who are level 65 and higher. Of course, new players will have plenty to do in Kunark from levels 1 through 20, before exploring the rest of Norrath.
Once young Sarnak outgrow the isles of their birth, they will need to travel afar to continue their growth and knowledge – all of Norrath awaits them! Finally, when they are battle-hardened and skilled, they can return to carry on the fight against the Iksar Empire.

Adventurers from abroad will experience all manner of new lands and new challenges. Many quest lines have been added, including the Shackled Monk series - you'll have to gain faction with a certain settlement to be offered the honor of presenting yourself for these trials!
There is a tremendous amount of content in Kunark – more than is needed to get the average player from 70 to 80, because the developers have tried to satisfy every play style. Soloing, grouping or raiding, you should have several options open to you.
While there are a few x2 raid encounters (including a few Iksar generals), they are in the minority in this expansion. Most raids are geared for the high end, x4 groups.
Veeshan's Peak is the jewel in the Kunarkian raiding crown, playing host to some 11-12 individual raid encounters, according to Akil "Lyndro" Hooper. These raids are delivered to players via the persistent instance system, to accommodate those of us who have jobs, family commitments, and other reasons why we can't sit in front of a computer for four hours or more at a time. In these persistent zones, players can continue raids in progress for varying periods of time.
Players will be able to explore new housing options in the new city of Gorowyn, with the standard offering of 1, 3 and 5-room houses, all laid out in a unique style, combining the organic elements of wood and stone in an appealing array.
Zones
The overland regions in Rise of Kunark are very large, bigger than anything we've seen in EQII to date. Although they seem relatively few in number, each one encompasses areas that would previously have been considered zones in their own right.
The ability to build these "superscale" regions began with the engine optimization that was realized in Echoes of Faydwer, but is now further refined. Environments and populations will change dramatically between zones, and all without a loading screen for miles. Load screens still exist between the major overland areas and as you enter dungeons.
Timorous Deep
This is the "newbie" zone, where Sarnak begin their lives. Other evil races may choose to start here as well. The Sarnak have created a haven from the Iksar on the islands in Timorous Deep, but that is not to say that the zones are safe! Young characters will be challenged by quests from the moment they arrive. There is plenty to explore in this large region that spans several islands that form the basis for progression through lower levels.
Suited for levels 1-20
Kylong Plains
This will be the first region that seasoned adventurers will discover as they make the journey to Kunark. This is one of the large overland zones and includes the Kunzar Bay, Dreadlands, the chilly Ryjesium Peaks and Stonewood.
No newbies allowed - for those 65-70
Karnor's Castle
A must see/must die pilgrimage for all old-school EQ players, Karnor's has been brilliantly re-envisioned as a keep fully in the control of monstrous Drolvarg. Remember the really big Gnolls at the end of the Splitpaw Saga? Think bigger and meaner. Nostalgia alone will draw people to Karnor's, but challenging game-play should keep them there.
Perfect for the 72-76 crowd
ATTENTION PLAYERS: For the complete EverQuest II Rise of Kunark feature, please pick up a copy of Beckett MASSIVE ONLINE GAMER #10 on sale at newsstands November 28th. To make sure you don't miss this great issue, you can reserve/order a single copy at 972-448-9074 or Subscribe for only $14.99 by calling TOLL FREE at 1-800-840-3137.
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