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).

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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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