Archive for October, 2008

Stapedius

Friday, October 31st, 2008

Stapedius

The medial wall and part of the posterior and anterior walls of the right tympanic cavity, lateral view.
Image:Middle ear.png
Malleus
Tensor Tympani
Incus
Stapedius
Labyrinth
Stapes
Auditory Canal
Tympanic Membrane
(Ear Drum)

Eustachian Tube
Tympanic cavity

Bones and muscles in the tympanic cavity in the middle ear
Latin musculus stapedius
Gray’s subject #230 1046
Origin walls of pyramidal eminence
Insertion    neck of stapes
Artery stapedial branch of posterior auricular artery
Nerve facial nerve (tympanic branch)
Action control the amplitude of sound waves to the inner ear

The stapedius is the smallest striated muscle in the human body. At just over one millimeter in length, its purpose is to stabilize the smallest bone in the body, the stapes.

The stapedius is innervated by the tympanic branch of cranial nerve VII, the Facial Nerve.

Contents

  • 1 Function
  • 2 Pathology
  • 3 See also
  • 4 External links

Function

It prevents excess movement by the stapes, helping to control the amplitude of sound waves from the general external environment to the inner ear. (Compare the role of the tensor tympani muscle, which primarily dampens those sounds associated with chewing.)

Pathology

Paralysis of the stapedius allows wider oscillation of the stapes, resulting in heightened reaction of the auditory ossicles to sound vibration. This condition, known as hyperacusis, causes normal sounds to be perceived as very loud.

See also

  • Acoustic reflex

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Barry Patten

Friday, October 31st, 2008

Barry Beauchamp Patten (July 11, 1927 – March 13, 2003) was an Australian architect and Olympic alpine skier.

He was born in McKinnon, Victoria.

Educated at Caulfield Grammar School, he studied architecture first at Melbourne Technical College before completing his degree at the University of Melbourne in 1951. In 1952 he competed for Australia at the 1952 Winter Olympics in Oslo as a skier.

Patten joined the architecture firm of Yuncken Freeman Brothers Griffiths & Simpson, and in 1957 submitted a design for the Sidney Myer Music Bowl in Melbourne. His design was chosen for the Bowl, and he worked as the project architect. Patten designed three buildings in Victoria that are now on the Victorian Heritage Register: the Myer Music Bowl, BHP House, and the Victoria State Offices.

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Antoni Józef ?mieszek

Friday, October 31st, 2008

Antoni Józef ?mieszek (1881 – 1943) was a Polish Egyptologist and linguist.

?mieszek studied linguistics and classical philology at the University of Kraków in 1901 and later at the Universities of Munich, Berlin and London. ?mieszek wrote on Egyptian religion and linguistics in Polish periodicals and general collective works. A chair of Egyptology was created for him at Pozna?, 1921-1923 and later at Warsaw, 1934-1939.

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LaSalle Trail

Friday, October 31st, 2008

The LaSalle Trail is a rail trail in Indiana.

Occupying an abandoned railroad corridor, it is a 3.5-mile (5.6 km) bicycle and walking trail.

It is currently open from Cripe St. to Cleveland Road in Roseland, Indiana. When completed it will connect at the Indiana/Michigan state line to the Blossomland River Trail (proposed)in Michigan.

See also

  • Roseland, Indiana
  • List of rail trails

References

  1. ^ “LaSalle Trail” (Web). St. Joseph County Parks. Retrieved on 2007-04-15.
  2. ^ “Michigan Trailway Opportunities” (Web). Michigan Natural Resources Trust Fund. Retrieved on 2007-04-15.
  3. ^ “APPENDIX A - Proposed St. Joseph Co. Bikeway Network” (Web). Public Comment DRAFT. St. Joseph Co (January 26, 1996). Retrieved on 2007-04-15.

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Margaret Catley-Carlson

Thursday, October 30th, 2008

Margaret Catley-Carlson, O.C. (born 1942) is a Canadian civil servant. She is the Chairperson of the Global Water Partnership, a working partnership among all those involved in water management formed in 1996 by the World Bank, the United Nations Development Program and the Swedish International Development Cooperation Agency.

Born in Regina, Saskatchewan, she grew up in Nelson, British Columbia before receiving a Bachelor of Arts degree from the University of British Columbia in 1966. In 1966, she joined the Department of External Affairs and had assignments in Colombo and London. In 1978, she was appointed Vice President (Multilateral) of the Canadian International Development Agency (CIDA). and was Senior Vice President/Acting President from 1979 to 1980. In 1981, she was assistant secretary general in the United Nations, serving as deputy executive director of operations for the United Nations Children’s Fund. From 1983 to 1989, she was President of the CIDA. From 1989 to 1992, she was the Deputy Minister of Health and Welfare Canada. From 1992 to 1996, she was the Chair of the Water Supply & Sanitation Collaborative Council at the WHO. From 1993 to 1999, she was the sixth president of the Population Council.

In 1984, she was appointed to the Board of Governor of the International Development Research Centre (IDRC), a Canadian crown corporation that supports researchers from the developing world in their search for the means to build healthier, more equitable, and more prosperous societies. She has served for four non-consecutive terms. She is a member of the Board of Trustees of the International Institute for Environment and Development.

In 2002, she was made an Officer of the Order of Canada in recognition of “her distinguished public service career”. She has received honorary degrees from the University of Regina (1985), Saint Mary’s University, Ryerson Polytechnical Institute(1986), Concordia University (1989), Mount Saint Vincent University (1990), University of British Columbia (1993), University of Calgary (1994), and Carleton University (1994).

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Issue network

Thursday, October 30th, 2008

Issue networks are an alliance of various interest groups and individuals who unite in order to promote a single issue in government policy. Issue networks can be either domestic or international in scope, and many are active solely within the domain of the internet. Usually, issue networks push for a change in policy within the government bureaucracy. An example includes the wide ranging network of environmental groups and individuals who push for more environmental regulation in government policy. Other issue networks revolve around such controversial issues as abortion, gun ownership rights, and drug laws. In the United States, the various parties within an issue network include “political executives, career bureaucrats, management and policy consultants, academic researchers, journalists, foundation officers, and White House aides.”

Contents

  • 1 Iron triangles and issue networks
  • 2 See also
  • 3 Sources
  • 4 External links

Iron triangles and issue networks

Iron triangles are the mutually beneficial relationships between interest groups, usually private businesses and corporations, congressional oversight committees, and federal agencies. The relationships within Iron Triangles seek only to benefit the three actors involved by pursuing a favorable policy for the interest group, at the expense of the constituencies that Congress and the Federal bureaucracy are supposed to represent, namely the general public.

Issue Networks differ from Iron Triangles in that they seek to support the public interests, not private ones, by seeking to benefit a wide ranging constituency that supports their side of the issue. Issue networks can be antagonistic to iron triangles as they may oppose a policy pushed by a private interest group, and carried out by a government agency. This is particularly the case in regards to environmental issue networks that disagree with the lax environmental standards pursued by private energy companies. It is also important to note that different Issue networks also compete with one another, as in the case of proponents and opponents of abortion rights.

See also

  • Iron triangles#Cultivation of a constituency

Sources

  • Marc Landy and Sidney M. Milkis. American Government: Balancing Democracy and Rights. New York: McGraw-Hill, 2004.

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G-Spot (TV series)

Thursday, October 30th, 2008

G-Spot
Format Sitcom
Country of origin  Canada
No. of episodes 16
Production
Running time 30 minutes
Broadcast
Original channel The Movie Network
Original airing April 25, 2005
External links
IMDb profile
TV.com summary

G-Spot is a Canadian adult comedy television series. The show debuted on The Movie Network and Movie Central on April 25, 2005 and, as of 2006, is also seen on the Showcase network. The show is executive produced by, written by and stars Brigitte Bako.

Plot

G-SPOT, a half-hour comedic series, that offers a frank and sexy glimpse into the romantic misadventures and career of a one-time acting prodigy whose early roles in critically acclaimed films have since given way to an ever-growing stint as a late-night, B-movie star. Originally from Montreal, now living in Los Angeles amongst the hundreds if not thousands of Canadians looking to make it big in Hollywood, Gigi is determined to make an all-out comeback: in her career and with men. Tag along with our heroine as she shares her embarrassing auditions, sexual conquests and pitfalls, from which she always rises, never seriously deterred, to re-define herself as an actress and as a woman.

Cast

  • Brigitte Bako as Gigi
  • Heather Hanson as Stella
  • Kimberly Huie as Roxy
  • Ian Alden as Rick
  • Hannah Lochner as Sasha
  • Kristin Lehman as Francesca
  • Sebastian Spence as Paul

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Cold Spring High School shootings

Thursday, October 30th, 2008

McLaughlin's photo <a href=when he was booked following the shooting.” src=”http://upload.wikimedia.org/wikipedia/en/thumb/a/a7/Mclaughlin_large.jpg/250px-Mclaughlin_large.jpg” width=”250″ height=”188″ border=”0″ class=”thumbimage” />


McLaughlin’s photo when he was booked following the shooting.

The Rocori High School shooting was a school shooting that occurred in Cold Spring, Minnesota, United States on September 24, 2003. The shooting was perpetrated by then 15-year-old John Jason McLaughlin who murdered Rocori High School classmates Seth Bartell, 15, and Aaron Rollins, 17.

Overview

On the day of the shooting, McLaughlin brought a loaded .22-caliber handgun to school with the intention of harming Bartell. He confronted Bartell in a basement hallway and fired two shots. The first shot wounded Bartell superficially in the chest while the second shot missed and hit Rollins in the neck. McLaughlin pursued Bartell as he fled into the gym and shot him in the forehead.

At that point, physical education teacher Mark Johnson claims that McLaughlin aimed the gun at him. Johnson said he approached McLaughlin, raised his hand and shouted “No,” and that McLaughlin then removed the bullets from the weapon and dropped it. Johnson then secured the gun and escorted the boy to the school office.

Rollins died on the day of the shooting while Bartell died sixteen days later.

Trial

At his murder trial, it was claimed that McLaughlin had intended only to wound Bartell, whom he thought had been teasing him, by shooting Bartell in the shoulder. Rollins was supposedly not his intended target. McLaughlin was nonetheless found guilty of first and second-degree murder. In August 2005, he was sentenced to life in prison.

Jason McLaughlin is currently incarcerated at the Minnesota Correctional Facility in St. Cloud, Minnesota. He will not be eligible for parole until he is over 50 years old.

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Subterranea (album)

Thursday, October 30th, 2008

Subterranea
Subterranea cover
Studio album by IQ
Released 1997
Recorded July 1997 - August 1997
Genre Neo-progressive rock
Length 102:34
Label Import Records
Professional reviews
  • Allmusic 4.5/5 stars link
IQ chronology
Ever
(1993)
Subterranea
(1997)
The Seventh House
(2000)

Subterranea is a double album by British neo-progressive rock band IQ, which was released in 1997.

Contents

  • 1 Story
  • 2 Track listing
    • 2.1 Disc 1
    • 2.2 Disc 2
  • 3 Personnel

Story

The following was taken from an article on the Dutch Progressive Rock Page.

Subterranea is about a guy who’s been the subject of an experiment. He’s been held captive, almost like sensory deprivation, throughout his whole life and he doesn’t have any contact with the outside world (Provider). At the end of Provider there’s this grating sound, which is where he escapes or is let loose. Actually, it’s not quite clear of the subject really escapes or is let out on purpose, as part of the experiment. Band members have given various explanations. Martin: “As part of the experiment after all the sensory deprivation, he’s let loose in the outside world. So he goes of into the outside world, all the time being monitored by these people.”. Let’s assume that it was indeed an intentional release. The central character doesn’t know why he is imprisoned. He doesn’t know why he’s released and he is exposed to all this sensory overload, all these sights and sounds and smells and stuff that he’s never experienced before. He has to digest all these things (cars, buildings, television, etc) in one overwhelming sensation (Subterranea). After some hard times among homeless and hobos (Sleepless Incidental) he gets involved with a religious cult who try to take him in, because they see him as being easy prey. They try to give his life meaning because he doesn’t know what the hell is going on, but he refuses to be converted by them (Failsafe).

He meets a girl - this is probably ‘Maya’, who is mentioned several times at the end of the album - and falls in love with her. He has a deep friendship/romance with this person (Speak My Name) but in the end she is taken away from him (Tunnel Vision). According to some explanations she is killed by the people who held him prisoner. There’s a lot of anger at that point and then he realises that he’s being followed. All the time he’s being watched and he manages to get hold of this person. And he kills him, because he’s so pissed off, but not before he forces him to reveal the name of the man who is responsible for his misery (Mockenrue) (Infernal Chorus). He just can’t handle it all so he retreats into his own mind, which is basically what King of Fools is all about. Then there’s a period of quiet reflection, The Sense in Sanity, where he tries to work out what’s happening, and a big rush back to reality with State of Mine.

On the second disc of the album he comes to realise that he’s part of some form of experiment. That he’s been kept in away for some reason, so he needs to know why that’s happened. At a certain point he takes on a ‘disguise’ to be able to find out what’s behind all of this (Capricorn). Along the way he also realises that life in the outside world is much harder than his earlier, controlled life (Unsolid Ground). As the story moves on, he realises that he’s not the only victim of the experiment (Somewhere in Time); there are others who all carry the same mark, the strange symbol which is a recurring theme on the CD sleeve; the square IQ logo. Noticed the tattoo on the arm of the man on the Sleepless Incidental page ? Mockenrue’s victims decide to team up and take revenge (High Waters), but their captors being rather good at this are too clever for them, they herd them all into an old building and set fire to it in an attempt to destroy the evidence (The Narrow Margin). In a dramatic confrontation he meets the person responsible for locking him away. In the final scene, the central character is the only survivor and he kind of resigns himself to going back into the same isolation where he started, so the whole thing comes full circle. Whereas the album starts with him being on his own and not knowing why he’s there or what’s going on. The album ends with him at peace with himself because he’s experienced, himself, so many terrible things and he wants to be alone again. So he returns to a place of isolation, which isn’t specified.

Track listing

Disc 1

  1. “Overture” – 4:38
  2. “Provider” – 1:36
  3. “Subterranea” – 5:53
  4. “Sleepless Incidental” – 6:23
  5. “Failsafe” – 8:57
  6. “Speak My Name” – 3:35
  7. “Tunnel Vision” – 7:24
  8. “Infernal Chorus” – 5:10
  9. “King of Fools” – 2:02
  10. “The Sense in Sanity” – 4:48
  11. “State of Mine” – 1:59

Disc 2

  1. “Laid Low” – 1:29
  2. “Breathtaker” – 6:04
  3. “Capricorn” – 5:16
  4. “The Other Side” – 2:22
  5. “Unsolid Ground” – 5:04
  6. “Somewhere in Time” – 7:11
  7. “High Waters” – 2:43
  8. “The Narrow Margin” – 20:00

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EQ2Mystic

Thursday, October 30th, 2008

EverQuest II

EverQuest II box art.

Developer(s) Sony Online Entertainment
Publisher(s) Sony Online Entertainment (US/EU/JP), Gamania (CN/TW/KR) (closed), Akella (RU), Square Enix (JP) (previous publisher), UbiSoft (EU)
Platform(s) Windows
Release date(s) November 8, 2004
Genre(s) MMORPG
Mode(s) Multiplayer
Rating(s) Teen (T)
Media CD, DVD, Download
System requirements

Minimum requirements

  • OS: Windows 98/2000/ME/XP/Vista
  • CPU: 1 GHz
  • RAM: 512 MB
  • HDD: 6 GB free space
  • Video: DirectX 9 compatible; pixel shader and vertex shader compatible hardware with 64 MB of texture memory
  • Sound: DirectSound compatible audio hardware

Recommended requirements

  • OS: Windows 98/2000/ME/XP/Vista
  • CPU: 2 GHz
  • RAM: 1 GB
  • HDD: 15 GB free space
  • Video: DirectX 9 compatible; pixel shader and vertex shader compatible hardware with 128 MB or more of texture memory
  • Sound: DirectSound compatible audio hardware
Input methods Keyboard, Mouse

EverQuest II (EQ2), based upon the popular EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on November 8, 2004. It features graphics and gameplay vastly updated from its predecessor as well as NPCs that use audio for speech.

Contents

  • 1 Story
  • 2 Gameplay
    • 2.1 Gameplay differences between EQ2 and the original EverQuest
  • 3 Setting
  • 4 Races and classes
    • 4.1 Character races
    • 4.2 Adventurer classes
    • 4.3 Betrayal
    • 4.4 Artisan classes
  • 5 Voices
  • 6 Music
  • 7 Business
  • 8 Expansions and Adventure Packs
  • 9 Alternate versions
  • 10 References
  • 11 External links
    • 11.1 SOE websites
    • 11.2 Wikis
    • 11.3 News and community websites

Story

EverQuest II is set on the fictional world of Norrath five hundred years after the The Planes of Power storyline of the original EverQuest game. The gods withdrew from the world in retaliation for mortal incursions into their planes. On Norrath itself, Dark Elves and the Orcs destroyed much of Faydwer; while the Ogres, Goblins, Orcs, and Giants ravaged Antonica. Transport and communication to the moon Luclin were cut off.

The storyline says that 100 years ago, the continent of Antonica was ripped apart into smaller islands, which are now called the Shattered Lands. The oceans became impassible, preventing contact between the continents of Norrath. Fifteen years ago, the moon Luclin exploded and parts of the Shattered moon remain in the sky.

EverQuest II takes place in what is called the Age of Destiny. In this setting, Queen Antonia Bayle of Qeynos is a benevolent sorceress who welcomes all goodly races to her city to help rebuild Norrath. The Overlord of Freeport, Lucan D’Lere, a centuries-old fallen paladin, rules the evil races in his plans of conquest.

Gameplay


One of the available mounts that can be purchased with status points

Within EverQuest II, each player creates a character to interact in the 3-D fictional world of Norrath. Within the game, the character can adventure (complete quests, explore the world, kill monsters and gain treasures and experience) and socialize with other players. The game also has a ‘tradeskill’ system that allows players to create items for in-game use.

In the creation of a character, the player may choose the character’s race and class. Various classes have specialized abilities that are complementary to their class. (Monks will get mainly melee combat abilities that use their fists or fist weapons, or a Warlock will get mainly spell abilities that do large amounts of spike damage but cost a lot of mana.) EverQuest II enables social interaction with other players through grouping and through the creation of guilds. Like players, guilds can gain experience and levels, partially from players completing special tasks called Heritage quests, but primarily from guild-oriented quests and tasks called “writs,” and gaining guild experience by killing epic monsters. Higher guild levels open up special rewards unavailable to non-guilded characters, and cause certain other rewards to cost less. These rewards include housing options, mounts, house items, apparel, and special titles.

Although EverQuest II focuses on player versus environment (PvE), dedicated player versus player (PvP) servers were added in February 2006.

Gameplay differences between EQ2 and the original EverQuest

Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ; a major difference is the concept of “locked encounters”. Currently a group or a solo player can set an option to lock encounters. When encounters are locked, only the player or group who becomes linked to that encounter is involved, which stops kill stealing. Other players cannot assist in the encounter unless the player who locked it uses a special “/yell” command for help, after which the encounter rewards neither loot nor experience.

“Trains” (encounters pursuing fleeing players to a zone line, and then attack uninvolved players), a problem in Everquest, are no longer a problem in EQ2. Encounters will not agro on (attack) uninvolved players until they first return to their original location. Encounters returning to their spawn point are also immune to attack until they return there.

To stop kiting, players in combat lose all their movement speed enhancements except the special “sprint” ability, which costs a considerable amount of power to use, although some classes have speed debuffs that slow the enemy, thus making kiting a viable option. Because certain player classes such as Rangers and Mages have limited effectiveness in close melee range, many of these players have discovered another method of pseudo-kiting by running backwards and firing a missile weapon at the enemy. The enemy lands fewer attacks, but can take significant damage depending on the type of ammunition or missile weapon used, and the skill level of the user.

Setting


Darathar, a dragon in the world of EverQuest II, is part the “Prismatic” quest series.

EverQuest II is set in what is called the “Age of Destiny” on the world of Norrath, 500 years later than the setting of the original EverQuest. The game world has been drastically affected by several cataclysms (see Story, above) since the original EverQuest. The planes have closed, the gods temporarily left, and the moon Luclin has been destroyed (and partially rained onto the face of Norrath). Remnants from the original EQ’s Norrath can be found throughout the Shattered Lands.

Players arrive in one of five tutorial areas: The Queen’s Colony, The Outpost of the Overlord, The Nursery in Greater Faydark, Hate’s Envy in Darklight Woods, and Timorous Deep in Kunark, and then move to one of five cities, Qeynos or Kelethin (the ‘good’ cities) or Freeport, Neriak, or Gorowyn (the ‘evil’ cities). All of the other cities in the world were destroyed, taken over (Ak’anon, Kaladim, and a few others), rendered inaccessible (Halas), or have banished all outsiders (Felwithe and Rivervale) in The Shattering. The original player cities that were present at the game’s launch (Qeynos and Freeport) are divided into multiple zones, with the playable races each having their own special section (Village) of these cities. The player cities introduced into the game at later dates (Kelethin and Neriak) are smaller than the original cities, and as such each ‘newer’ city is completely contained within one zone. Players from Qeynos or Kelethin are not welcome in Freeport or Neriak and vice versa unless they choose to betray their city via the Betrayal Questline. Players are allowed to begin the Betrayal Questline from level 10 onwards.

The game world features wide geographical and ecological variety.

In EQ2, players can ride trained griffons on predetermined routes over the Shattered Lands, or acquire a horse, flying carpet, warg, rhino or a floating disk so that they can travel more swiftly throughout much of the game world. “Mariner’s Bells” are scattered across the land allowing instant transportation across various areas of the world. With the inception of the Kingdom of Sky expansion, the Ulteran wizard spires teleport you up into Kingdom of Sky, with spires in different zones taking you to different areas of the expansion. With the Echoes of Faydwer expansion, Wardens and Furies (the Druid classes) gained the ability to teleport individuals to one of five druid rings, with two more added in the Rise of Kunark expansion. Likewise, Warlocks and Wizards (the Sorcerer classes) gained the ability to teleport themselves or their groups to one of three wizard spires.

EverQuest II also includes instanced zones—parallel copies of some zones where characters in one ‘instance’ of the zone cannot interact with the characters or MOBs of any other ‘instance’ of that zone.

Races and classes

Character races

Players must choose a ‘race’ when creating a character. The choice of races include human, ogre, dwarf, wood elf and dark elf (and others which were available in the original EQ) along with new options such as the Kerra (a cat-person similar to the Vah Shir of the original EQ), the Ratonga (a rat-like people) and with the purchase of an expansion, fae and Arasai. The Froglok race was originally locked until a special server-wide quest was completed to make them playable. Some races are restricted to either Qeynos or Freeport, based on their alignment, but can turn traitor and move to the opposing city.

Races by Starting City
(Alignment)
Qeynos
(Good)
Kelethin2
(Good)
Freeport
(Evil)
Neriak3
(Evil)
Gorowyn4
(Evil)
Barbarian
Dwarf
Erudite
Froglok1
Gnome
Half Elf
Halfling
High Elf
Human
Kerra
Wood Elf
Dwarf
Fae2
Gnome
Half Elf
High Elf
Wood Elf
Barbarian
Dark Elf
Erudite
Gnome
Half Elf
Human
Iksar
Kerra
Ogre
Ratonga
Troll
Arasai3
Dark Elf
Iksar
Ogre
Ratonga
Troll
Barbarian
Erudite
Gnome
Half Elf
Human
Kerra
Sarnak4

1 Introduced on May 27, 2005 with a questline that was initially required to unlock the race.
2 Introduced with the release of the Expansion, Echoes of Faydwer.
3 Introduced with Game Update 35. (You must have Echoes of Faydwer to make an Arasai, but you may start in Neriak as another race without it.)
4Introduced with Rise of Kunark Expansion. Characters created in Timorous Deep are considered evil by other entities in the game, but the city itself is neutral as a mercenary city.

Adventurer classes

There are four “archetypes” in EQ2 - Fighter, Scout, Priest and Mage. When EQ2 was launched, a player chose the character’s archetype during the initial character creation and then chose a ‘class’ at level 10 and a ’sub-class’ at level 20. This system was changed in Live Update 19 in January 2006 so that a character’s final class is chosen at creation. While archetype>class>sub-class system is no longer explicitly defined in the live game, it still defines the roles of classes. Broadly, in a group situation, any priest can be a healer, any fighter can be a suitable tank, any mage or scout can deal damage, with the mage classes typically being able to deal more damage than a scout class, but being more fragile. Evil classes, such as the Assassin, are only available in Freeport, Neriak, or Gorowyn, while good classes, such as the Paladin, are available in either Qeynos or Kelethin. Neutral classes, such as the Guardians, are available in all cities. Ivory background means the class is available in all cities, light blue background means Qeynos and Kelethin only, reddish background means Freeport, Neriak, and Gorowyn only.

Fighter Warrior Berserker
Guardian
Crusader Paladin
Shadowknight
Brawler Monk
Bruiser
Scout Bard Troubador
Dirge
Predator Ranger
Assassin
Rogue Swashbuckler
Brigand
Priest Druid Fury
Warden
Cleric Templar
Inquisitor
Shaman Mystic
Defiler
Mage Sorcerer Wizard
Warlock
Summoner Conjuror
Necromancer
Enchanter Illusionist
Coercer

Betrayal

Betrayal is a process allowing the player to change from a good or evil alignment to the opposing one, and convert to the good or evil counterpart of their current class. In this manner, one can play a traditionally evil-only race, betray their city of origin in favor of a good-aligned city, and play a good-only class. Naturally, the reverse is also possible-betrayal of a good-aligned city in favor of an evil one in order to access an evil class with a good race.

Artisan classes

A character can also undertake a tradeskill profession, completely separate from his/her adventuring profession. The tradeskill professions branch at levels 10 and 20, just as adventuring classes used to.

The Echoes of Faydwer expansion introduced two secondary tradeskills. These go alongside the primary tradeskills, and a character can switch to the other secondary tradeskill at any time (starting from scratch). Characters do not gain separate experience points for these tradeskills; maximum skill level rises with the primary tradeskill or adventuring level.

Tradeskill Class Tree
Archetype Class Subclass Products
Artisan Craftsman Carpenter furniture (including altars), strongboxes, and repair kits
Provisioner food and drink
Woodworker bows, arrows, throwing weapons, wooden shields, staves, totems, and musical instruments
Outfitter Weaponsmith metal weapons
Armorsmith chainmail and platemail armor, metal shields
Tailor cloth and leather armor, backpacks, thrown-weapon bags, hex dolls, and with the Echoes of Faydwer expansion, cloaks.
Scholar Alchemist potions, poisons, and fighter skill upgrades
Jeweler jewelry and scout skill upgrades
Sage priest and mage spell upgrades
Secondary Tinkerer Tinkered contraptions, such as automated parachutes, environmental suits, summonable robotic pets, mounts, and water-breathing devices.
Transmuter Breaks certain valuable equipment down into in magical components which can be used to create adornments and tinkered items.

Voices

The game uses actual voices for NPCs. The actors used for these parts included Hollywood stars such as Heather Graham (as Queen Antonia Bayle) and Christopher Lee (as Overlord Lucan D’Lere). Actor/gamer Wil Wheaton, Actor Dwight Schultz and Actress/mathematician Danica McKellar are also part of the cast. According to SOE in October 2004, EverQuest II featured 130 hours of spoken dialog recorded by 1,700 voice actors. More dialog has been added since release as part of regular game updates. In September 2005, EverQuest II: Desert Of Flames added player Voice Emotes.

Music

The music for the game, over ninety minutes’ worth, was composed by Emmy-award winning composer Laura Karpman and recorded by the FILMharmonic Orchestra Prague under her direction. Karpman has said of the music in the game: “Every place has a theme, its own separate, unique feeling - from a quasi-African savanna to a Babylonian city. Every cue in EQ2, with the exception of the attack cues, is like a main title of a movie. A more cinematic experience for the player was one of our goals.” . Purchasers of the EverQuest II Collector’s Edition received a soundtrack CD as part of the package.

The most recent expansions, Echoes of Faydwer and Rise of Kunark, included many themes from the corresponding zones in the original EverQuest, arranged by Inon Zur.

With the recent Rise of Kunark expansion came a major update to the combat music. A new system was added with 14 contextual combat themes. The strength of the enemy or enemies and tide of the battle determine the tone of the combat music. The previous combat music consisted of just a few linear pieces.

Business

SOE is marketing EverQuest II not as a direct sequel, but as a “parallel universe” to the original EverQuest. It is set in an alternate future of the original game’s setting, having diverged at the conclusion of the Planes of Power expansion (the lore is explained in an in-game book). This allows both development teams to pursue whatever direction they want to take without impacting the other, and allows players of the original EverQuest to continue receiving updates without forcing players down a specific path. In that sense, they are two completely separate games bound together by name only. Players of the old EQ will find many familiar places and characters, as well as “heritage items” that are similar in name and function to items known from EQ and can be gained via heritage quests.

Like the original and other commercial MMORPGs, EQ2 requires a monthly fee (as of January 2008, US$14.99/month) to play the game. A free play period of 30 days are included with the purchase price of the game. Subscribers can opt to pay an additional monthly fee for extended services, such as an online item database or hosting of guild websites. Players can also download and play the game for free as part of a free trial. Prior free trial programs, known as the Trial of the Isle and Play the Fae, allowed players to experience the beginning steps of the game for free before dedicating themselves to a monthly subscription fee. The current free trial allows players full use of the game environment, but it is limited to 14 days and prevents characters from exceeding level 20.

In Europe, the game is published by KOCH Media.


Advertisement of the Pizza Hut and EverQuest II promotion.

In February 2005, EverQuest II began allowing players to place an order for pizza delivery from within the game, with a simple and easy command typed into the chat bar, “/pizza”. This promotion has since ended, but generated significant press for the game.

In June 2005, SOE introduced Station Exchange to EverQuest II. Station Exchange is an official auction system—only on designated servers—allowing real money to be transferred for in-game money, items or characters.

In March 2006, SOE announced that it would end its Chinese/Korean operations for EverQuest II, which were being supported in the region by Gamania. The beta period for the game in China/Korea ended on March 29, and on March 30, all Chinese/Korean accounts were moved to the US servers of the game.

In July 2007, SOE introduced magazine EQuinox, which is the official magazine of EverQuest II. The release date of this magazine was August 9, 2007.

Expansions and Adventure Packs

Main article: EverQuest II expansions
Title Type Released Date
The Bloodline Chronicles Adventure Pack March 21, 2005
The Splitpaw Saga Adventure Pack June 28, 2005
Desert of Flames Expansion September 13, 2005
Kingdom of Sky Expansion February 21, 2006
The Fallen Dynasty Adventure Pack June 14, 2006
Echoes of Faydwer Expansion November 14, 2006
Rise of Kunark Expansion November 13, 2007
The Shadow Odyssey Expansion November 18, 2008

With Everquest II, Sony Online Entertainment introduced the concept of Adventure Packs. Adventure Packs are meant to be smaller “mini-expansions” to the game, adding a plot line with several zones, new creatures and items to the game via digital download. These smaller Adventure Packs come with a smaller fee ranging from US$4.99 to US$7.99. However, recently the development team has decided to release free zones and content instead of making adventure packs. Some recent releases include a new starting city, Neriak, with a new starting race, Arasai; and new high level dungeons The Throne of New Tunaria and the Estate of Unrest.

Expansions usually cost in the range of US$29.99 to US$39.99 and are shipped in boxes to stores, but can also be downloaded through a digital service. The retail versions often come packaged with a bonus feature such as a creature that the player can put in their in-game house. Expansions generally introduce many new zones with many plot lines, new features, many new creatures and items, new cities, and often come with a boost in the level cap or a new player race. While it may be easier to download the expansions digitally, traditional retail offers more content.

In May 2007, the website Allakhazam’s Magical Realm in conjunction with Online Gaming Radio announced that the next expansion would be Rise of Kunark, with a new playable race (Sarnak), new starting city, and a level cap of 80.

Alternate versions

  • EverQuest II: East was created for the East Asian market (mainland China, Taiwan, South Korea) but it was terminated as a separate edition on 29 March 2006. EverQuest II: East players were moved to standard servers. The special character models created for the game had already been included in the standard edition as a client-side option since 2005.

References

  1. ^ “EverQuest II - /pizza”.
  2. ^ “EverQuest II Players - The Shadow Odyssey”.
  3. ^ “EverQuest II Players - Game Update #35″.
  4. ^ “EverQuest II : Game Update 36 Peek and Screenshots - igxe.com”.
  5. ^ “EverQuest II Players - Game Update #32″.
  6. ^ “Tamat and Gethani”. “EverQuest II: Rise of Kunark”. Allakhazam’s Magical Realm. Retrieved on 2007-05-09.

External links

SOE websites

  • Official Everquest II website
  • Station Exchange website
  • Everquest II’s Dynamic Player Community
  • EQuinox Magazine official website

Wikis

  • EverQuest 2 Daily Wiki
  • EQ2i - EverQuest II reference at Wikia.com

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