

You would not lose any stats or anything you would have normally had your character will just no longer be visually mounted during combat the buff remains. Gninja responded with some clarification on the matter: This had a general negative response on the official EQ2 Forums and led to speculation on how this would effect buffs. Mounts will now be temporarily suspended while in combat.īasically, in outside zones, mounts would disapear as soon as you enter combat and re-appear a few seconds after combat ended.
#Outpost of the overlord pants quest eq2 update
On Tuesday, 27 April 2010, this tidbit made it into the update notes for test: Posted in Art, Appearance, Housing, Game Updates & Maintenance

We may resort to a Wiki or collaborative article on Itemization taking feedback from EQ2Wire readers.Ĭontinue Reading 4 Comments Mounts Afraid of Combat? You can see how a comprehensive Itemization article has been nearly impossible to write. These new rare drops and the old rare drops are on separate tables, so you will have a chance at both. New rare drops have been also been added to all heroic bosses that will not be on the Manaar merchant. From Kander:Īll of the current rare drops for the heroic zones have been added to a Manaar merchant for (Game Update) 56. So this time around, the vendor is picking up all the current rare Fabled loot, but only because more powerful Fabled loot is being added to these zones at the same time. While a similar vendor was available during the Shadow Odyssey expansion, 150 void shards only gave you access to the most common Fabled drops from each zone (with the exception of the Mistmoore Battle Drums). Once Game Update 56 was patched onto the Test Server, we were provided screen shots of some of this loot: Many rare drops from the heroic Sentinel’s Fate Zones are now available by speaking to Kaliba Des’Sers in Moonfield Hamlet! The notes for upcoming Game Update 56 included this notation: However, we consistently add new content to the game, and will be continuing to do so – EverQuest 2 is a much larger game now than it has ever been, and we are looking forward to expanding and adding to the world even more. There are NPC’s in place in both cities who should actually be handing out the first clues right now on Test, so if you’d like to start piecing together what is happening, you should be able to get started.Īs far as removing content – yes, the Isle of Refuge are being disabled from character select. The decision to turn off the islands is a functional one, to be sure, but it is also supported by storyline, which is something I am hoping to start giving out to you here soon. The newbie content within the cities themselves will remain, so you should still have access to that content, if you choose to use it.Īlso, just to be clear, there is a lore reason for this as well. From there, you can use the new travel system to make your way to the city of your choice, then follow the steps to change your citizenship. If you want to change your citizenship from one of the starting cities to Freeport or Qeynos, you can speak with one of the NPC’s, who will offer information and get you started on your paperwork to switch over.

They will continue to be hubs for live events, and we are still hoping to add even more reasons to have you visit the two major cities of our game.įor those who do not have citizenship in these cities, we’re making the path to changing citizenship much clearer.

Players with citizenship currently in either city will retain it – we’re not removing housing, guild halls, the suburbs, or the quests that exist there. The existing content that is there will not be different with this change, and we are planning even more things for the cities going forward. I wanted to clear a couple of things up really fast, if I may.Īs I said, we’re not abandoning Freeport and Qeynos themselves. Cronyn has jumped into the fray again with some further details about why the Isle of Refuge is being removed in GU56:
