Legends of Norrath Continued...

 

Ability Cards

Ability cards can be used to protect your avatar, boost your troops, add to your attack, or to damage an opponent’s army or avatar.

Unlike a tactic card the ability card can be used once per round without being destroyed. However, when this card becomes “tapped” by use, it loses its second function.

In addition to being an ability card, it is used to complete “quests” in the game. There are two quests at a time available in game, as the game can be won by either damaging and defeating the opponent avatar, or by completing four side quests.

 

The above card offers a two to defense, and an ability if tapped. However, if used, at the beginning of the “Quest” phase of each turn, you’ll not be able to use this card to attempt to complete a quest.

Turns and Rounds

Turns are broken down into four phases; draw, quest, ready, main.

Draw – During the draw phase you draw a new card to replace any cards used in the previous round. If you have too many cards you will be forced to discard back to the in play number.

Quest – During the quest phase, the game will look at your equipped abilities and determine if you have any left unused for “Questing”. If you do, you will be given a chance to complete, or start a quest. Completing four quests before you opponent will win you the game. If you do not have any cards available, you will skip this phase and lose this chance this turn.

Ready – All cards played in the previous round that were “tapped” now become untapped and ready.

Main phase – This is the phase in which you spend your mana, use items or place units to attack.

So you’ve built a deck, created an avatar and are ready to play. But which path will you take? Will you try to defeat your opponent’s avatar directly, or will you make a mad dash towards quests and sweep a quick victory?

 

Playing The Game

The board is broken down into four sections, and two halves.

The top half of the board represents your opponent. In the top two sections he will place his cards and attempt to either win the quests (pictured left and right center), or engage in direct combat with you.

The bottom half of the board represents your own Avatar, the cards that have been randomly chosen for you, and the two sections of board in which you will play.

Combat is as simple as placing unit cards and attempting to damage an opponent avatar. If you enemy has cards on a section, and you do not – those units may attack you freely, doing damage to you and winning the game.

If you DO have cards on your sections, the units will do combat amongst themselves as they try to open that hole for attack.

Once your avatar loses all health (represented by the red dots lined beside your avatar’s picture), you have been defeated in combat and have lost the match.

Quest victories however can be very fast paced and require a bit more guile than brawn.

 

Please note the quests. Both of these quests require 2 points of ability in order to win them. If you have an ability card readied as the Quest phase of your turn comes around, you will be given a chance to use that card in order to win or begin a quest.

However, if your opponent has units in those quest sections, your avatar must do battle with those units in order to win the right to use the ability card.

For example;

 

I have readied this ability card as pictured below.

 

My opponent has no units protecting the quest. When the quest phase readies, I would be able to destroy this card for its quest value of “two”, and fulfill the quest at the side.

Once I have “won” the quest, a light (pictured center) is added to my quest count bar, and I now have to win three more quests in order to win this match.

As quests are won by both sides, they get harder and require more ability points spent. They initially start out as two points per quest, but then quickly double to four, moving to five, then six points per quest – making this route a bit more challenging as the match progresses.

Winning or Losing

When you or your opponent have lost all health, or reached four completed quest cards, the match is over.

The victor has another successful kill added to his tally, and the loser is forced to slink away and perhaps re-evaluate his deck and strategy.

A game of twists, turns, and luck of the draw, Legends of Norrath promises to only add fun and excitement to the worlds of EverQuest and EverQuest II.

-End

 

If you have any questions or comments regarding this, or any of our other guides, please contact Savanja.

 


To read the latest guides, news, and features you can visit our EverQuest II Game Page.

Last Updated: Mar 13, 2016

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