EQ2: Rise of Kunark Expansion Review

Karnor's Castle Now Serving 40,000 More Trains
Karnor's Castle Now Serving 40,000 More Trains

On November 13, 2007, Sony Online Entertainment pulled off the monumental feat of releasing two expansions in one day: one for its well-seasoned MMOG grandfather, EverQuest, and one for EQ's sequel, EverQuest 2. EverQuest 2 is nothing if not rapidly expanding, with its latest Rise of Kunark expansion marking the 4th in 3 years. Following on the heels of the popular Echoes of Faydwer expansion, which was a nostalgic feast for old EQers,SOE has released what may well be the most nostalgic EQ2 expansion to date. Karen "Shayalyn" Hertzberg play tested Rise of Kunark and returns with tales of Sarnaks and Drolvargs.

The area surrounding the Sarnak starting village of Chrykori Island is visually lush. I was struck by the level of detail in the Asian-inspired architecture as well as the natural landscapes, with their rocky cliffs and breaking waves. A few surprises lie in store for adventurers, as well. Make sure you get close to a passing Silt Storm (it won't hurt you), and keep an eye out for the lizard-eating plants (they won't hurt you, either, but those lizards are toast).

About the Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.
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