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#Faceless gaming series
This is part of a series on Classic Everquest, check out part one here It wouldn’t be long however before Sony gave unveiled the Plane of Sky, a raid zone that was far ahead of it’s time both in terms of difficulty and raid complexity. Kedge Keep may seem relatively minor now but it was the first time that the environment played such a large and often devastating role in a raid encouter.ĭespite it’s unique challenges, Phinigel Autropos and Kedge Keep are still a far cry from the sort of raiding we see today. He had an ability which would dispell everyone in his vicinity typically removing the buff “Enduring Breath” which allowed players to survive underwater for extended periods of time. Such was the fate of many players who first faced Phinigel Autropos, the ruler of Kedge Keep. Kedge Keep was entirely underwater, which meant whole groups had to have a magical means of breathing, and this also meant that if something went wrong your entire group could quickly drown. Later Verant would add the zone Kedge Keep which presented another unique set of challenges to the adventurers and guilds brave enough to explore it’s murky depths. After the fire giants it was only natural to gather even more friends and eventually slay Lord Nagafen in the deepest cavern in his aptly named lair.
#Faceless gaming full
These were mobs like Efreeti Lord Djarn in Nagafen’s Lair, and The Froglok King in Lower Guk, both of which could require ten to twelve players (two full groups) to lock down initially.Įxploring deeper players would stumble upon the Fire Giants in Nagafen’s Lair, and this is where the first inklings of 3 groups encounters (18 players) and the Monks role as a Feign Death puller began. Originally Everquest was about grouping, and the hardiest of groups would eventually come up against “camps” or encounters that even they couldn’t lock down alone (at least at first!). However, those who have raided from the very beginning, from the time when the concept of raiding was nothing more than an extension of the group game, will know that true raiding began even earlier than that. Some might even argue that it began in the end of the Ruins of Kunark expansion with Veeshan’s Peak an extremely dangerous locked zone dedicated solely to the raiding guilds who were capable of defeating Trakanon in Old Sebilis. Still many more would suggest that raiding began with Everquest, specifically in the Scars of Velious where an entire expansion was geared towards high end gameplay and the raid scene. Most modern gamers will tell you the true raiding began with World of Warcraft, where encounters were fully instanced and required a high degree of player dexterity, moving around actively dodging environmental effects, spells and abilities.