EverQuest II: Echoes of Faydwer review

  • Flying, floating fae
  • EverQuest nostalgia
  • Favors from the gods
  • Dry spells between quests
  • Tradeskills required to tinker
  • Vulnerablity while gliding

We know you manly men out there cringe at the thought of being caught role-playing as an effete fairy, but you won't want to miss out on the new fae race in the latest EQ II expansion. The colorful wings are a big draw, but what makes the fae so sweet is their ability to glide. You can jump from anything for some serious soaring fun without taking any falling damage. The only downfall is that if you take any damage while in flight you'll drop like a lead balloon.

Fans of the original EverQuest will be thrilled with the return of everything from Crushbone Keep to Mistmoore Castle as Echoes of Faydwer connects the dots of lore between EverQuest and EverQuest II more tightly, introducing multiple zones with names that should be quite familiar to players of the original game. But a lot has changed since then. So don't think you'll just be waltzing into the old Dwarven home of Kaladim. It's now over-run with hostile creatures just itching for a fight.

Unlike the previous two expansions, Echoes of Faydwer appeals to players of all levels. It's also a beefy offering, giving you the basic game plus the Desert of Flames and Kingdom of Sky expansions. That, plus the new playable race and starting city, makes this release perfect for new players. For seasoned veterans, Kelethin is an excellent place for a fresh start without having to spend time on the tired old "newbie island" which has been the only starting point in the past.

New players can level their characters from 1 to 70 without ever leaving the lands of Faydwer. This greatly increases the game's replay value for those who like making more than one character but are weary of the old world grind. Our only complaint is that the quest progression needs some tweaking. You start out with plenty of quests, but as you get into your late teens you'll begin to see dry spells in which you don't have any level-appropriate quests, forcing you to grind to level up.

A host of new features have been added which can be enjoyed by new players and high level characters alike. You can align yourself with a god, and can obtain special abilities and other perks through acts of worship . The addition of new class-specific abilities also gives you new choices as you progress, and gives level 70 players something new to work toward.

The expansion also adds Tinkering, which allows you to make new items, and Transmuting, which allows you to add additional features to existing items. The downside is that these are both "sub" tradeskills, and how far you can advance in them is determined by what level your traditional tradeskill ability is. If you only want to be a top-notch Tinker or Transmuter without learning another tradeskill first, you're out of luck.

[Ed. note: this last gripe has since been changed. According to Senior Producer Scott Hartsman, "the new Secondary tradeskills will use either the highest of your Adventure Level or Tradeskill Level to determine how far you can progress. So a Level 70 Berserker, with no other tradeskills at all, would be able to advance to 350 Tinkering or Transmuting]

More Info

Available Platforms: PC
Genre: Role Playing
Published by: Sony Online Entertainment
Developed by: Sony, Sony Online Entertainment
Franchise: EverQuest
ESRB Rating:
Teen: Suggestive Themes, Use of Alcohol


Join the Discussion
Add a comment (HTML tags are not allowed.)
Characters remaining: 5000


Connect with Facebook

Log in using Facebook to share comments, games, status update and other activity easily with your Facebook feed.