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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Monster Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Evolving Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
Spirit Shrouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Depths of Darkhollow History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
History of the Shiliskin Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Werewolves and Norrath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Genesis of the Sporali (4900) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Ak'Anon Expedition 328 (5100+) . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
New AAs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
User Agreement and Software License . . . . . . . . . . . . . . . . . . . . . . . . . . .35

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Introduction
Norrathians have discovered lost continents and regions, a moon, and even
another realm, but they have never seen the depths beneath their feet -- a place
called Darkhollow. In this place where daylight has never shown its grace,
there is a constant struggle to survive. Even the Duke of Below, Brell Serilis,
saw its horrors and would not create a home for his children within it.

In EverQuest Depths of Darkhollow, you will encounter a cavernous world


where the unexpected should be expected. You will see shades of the familiar,
like the gnomeworks, machines that harbor the souls of the lost Ak'Anon min-
ing Expedition 328. Deeper still, a strong and powerful breed of drachnid, half
dark elf, half arachnid, can be seen skittering about their sickly hive. And the
echoing howls of the progeny of Norrath's first werewolves haunt this lightless
world.

The unfamiliar is also present. The shiliskin, an ancient race of intelligent


amphibious creatures, have been in Darkhollow since the beginning of
Norrath's time. They overcame their inhospitable surroundings and grew into
a strong civilization. Sadly, a terrible calamity brought their great nation to an
end, creating the broken and battered society they are now.

Throughout the caverns, plants and creatures have adapted and evolved for
thousands of years, changed more so by the tainted waters running in rivers
and into the great lake Korlach. A new genus of fungus men lumber about,
and bloodthirsty hunters lurk beneath the surface of the lake.

In the humid haze above the great lake Korlach, lights flicker at the height of a
great spire. Few dare look at it for long. There is an unspeakable evil that lives
there, one that can claim the soul.

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Features
Monster Missions
Depths of Darkhollow introduces a new kind of mission for players: the Monster
Mission. These missions allow you to take on the persona of one of Norrath's crea-
tures, experience historical events, and solve missions from that creature's viewpoint.

Monster missions are obtained just as


other missions, from non-player charac-
ters around the world. Monster mis-
sions can require a variety of actions to
complete, some with limitations such
as a minimum or maximum number of
players, or a limit to how many of a
specific class type may be chosen by
members of a group. For example,
your group may only be allowed to
have two healer type monsters.

When entering a monster mission zone instance, you may be presented with choic-
es of monster to become, its class, and other details.

Successfully completing a monster mission may grant rewards to your player charac-
ter, including items gained through the course of the mission, as well as experience.
Not all items acquired during a monster mission will transfer back to your player
character, however. You can find out if an item will transfer outside of a monster
mission by inspecting the item.

Evolving Items
A new kind of item has been discovered beneath the surface of Norrath, one which
evolves as you use it. Evolving items gain experience of their own as your character
earns experience. Some of these items will only earn experience from certain types
of defeated enemies, while others earn experience from all types.

As an evolving item levels, its statistics, powers, and even appearance may change.
An evolving may even gain particle effects, or have current particle effects
enhanced. Hidden abilities may also be unlocked as an item evolves. Some evolv-
ing items may even possess an “intelligence” that allows them to voice opinions and
alerts in certain situations!
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You can view your evolving items from
your inventory window, under the evolv-
ing items tab.

Evolving items must be equipped and acti-


vated in order to gain experience. They
have a “wake up” period after being
equipped in which the item will not gain
experience. This period occurs each time
the item is unequipped and re-equipped.
You may control whether an item earns
experience by using the checkbox in the
evolving item's inspection window.

An evolving item's current level, experi-


ence toward next level, and stats can be
viewed in the item inspection window.
The item's experience is stored in the item
itself, and so retain its progress if transferred
to a new owner (unless flagged as non-
tradable). Experience in an evolving item
can be transferred to new evolving items;
however, some item experience is lost in
the process.

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Spirit Shrouds
Spirit Shrouds allow you to take on the form of a creature of Norrath and adventure
throughout Norrath from this creature's perspective. The creatures you may become
are limited based on your main character's current level and consist of a number of
class roles, such as healer or melee classes.

Spirit Shrouds
offer a unique
way of joining
your lower level
friends as they
adventure, or of
balancing out the
class composition
of your groups, all
while still earn-
ing experience for
your main charac-
ter.

To don a Spirit Shroud, you must speak to a Shroudkeeper, who will present you
with a choice of creature forms to assume.

As you play with Spirit Shrouds and earn experience, you will also earn points
toward unlocking more Spirit Shroud creature choices. Each creature form has differ-
ent abilities, strengths, and weaknesses that will be displayed in the selection win-
dow.

You may leave your creature form and return to your main character at any time by
returning to the Shroudkeeper.

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Depths of Darkhollow History
History of the Shiliskin Empire

The shiliskin first began to record their history around


the year 2000, although at the time they were spread
throughout Darkhollow in a network of warring nation-
states. One prophet, a withered shiliskin named
Jarzarrad, appeared early in shiliskin recorded history and
was thought to have been granted immortality by the
Korlach, a mighty leviathan beneath Darkhollow's great
lake, so he might serve as the creature's speaker. Near
4000, Jarzarrad, in his thousandth year of life, came to
serve as the personal advisor for a war chief known as
Vogan Sillgar. Jarzarrad prophesized that Vogan's pri-
mary general, Jayan, would betray the war chief by
spawning a child, a young warrior who would eventual-
ly kill Vogan and take his place.

Although Jayan vowed to never betray Vogan in such a way, the war chief
remained impassive. In an effort to prevent Jarzarrad's prophesy from coming to
pass, Vogan condemned Jayan to death by sacrificing him to the Korlach.
Unfortunately for Vogan, Jayan was swallowed whole by the Korlach only to be
belched out on a deserted beach to the west. While in the Korlach's hollow stom-
ach, Jayan spawned an offspring, a young shiliskin named Illsalin.

Knowing they could never return to their old nation-state, Jayan fled with Illsalin to
a neighboring shiliskin kingdom. There they were taken in as slaves and sold to a
gladiator broker. Illsalin grew up in the arenas, miraculously surviving battle after
battle until he became a young adult and managed to organize a revolt and attempt
a daring escape. Through his strategies and success, slaves rallied around Illsalin
and he soon became their leader. Indeed, the mere presence of his army would
often cripple any opposing force that stood against him, as most slave conscripts
quickly fled to his side of the battle line.

After years of struggle, Illsalin did fulfill Jarzarrad's prophesy and defeated Vogan
and his army. Illsalin then succeeded in uniting the shiliskin nation-states, proclaim-
ing the outpost south of the Corathus Creep to be their new home. The outpost
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grew into a capital city and soon the city itself became synonymous with its ruler
and was simply named "Illsalin."

The Reign of Illsalin, the Gladiator King (4500)


Illsalin prolonged his life with dark magic and an unnatural thirst for conquest,
enabling him to lead the newly formed Shiliskin Empire for the first few hundred
years of its existence. During this time, the shiliskin displaced many of the other
races. The werewolf clans were driven back into their old ancestral territories west
of Lake Korlach.

Jarzarrad, the prophet who foretold Illsalin's rise to power, was exiled for his loyalty
to Vogan. Normally Jarzarrad would have been executed outright, but he was
spared due to the truth of his prophesies and that he had ironically made Illsalin's
birth possible. After his exile, Jarzarrad traveled to the east of Lake Korlach and has
remained there in relative seclusion ever since.

As Illsalin grew and prospered, the shiliskin deathshed priests learned to use the
local underwater life, called nargilor coral, to fuel their incantations and augment
their rituals. With this newfound power, they were able to venture into the
Korlach's lair and lull the beast into submission. The Korlach, previously thought
to be an uncontrollable force of nature, became the personal guardian of the Shiliskin
Empire. Even as the Shiliskin Empire grew more technologically advanced, the
shamanistic deathshed priests retained their place in society as the keepers of the
Korlach.

With the Korlach now under control, the shiliskin were free to colonize the lake's
edge without fear of retribution. Lake districts such as Malgrinnor and Xill
appeared and prospered during this time, fueling the spread of the Shiliskin Empire.
Illsalin died in 4812 and three emperors followed before Draygun ascended to rule
Illsalin.

The Fall of Xill (5200)


Many years into Emperor Draygun's rule, the shiliskin began to grow suspicious of
the lights appearing in the great spire above the lake. They could faintly see a build-
ing carved into the stone at the cavern's height and it appeared to be near comple-
tion. Draygun organized a battalion to crush whoever had arrived to take residence
in Darkhollow. The battalion never returned.

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More angered than afraid, Draygun amassed an army to rush the unknown inter-
lopers once and for all. While the army gathered outside the gates of Illsalin, a
horde of drachnids burrowed into the nearby and undefended lake city of Xill. A
bloodbath ensued. Every shiliskin in Xill was slain, drained, or dragged back to the
drachnid hive to be cocooned for "later."

The War of Four Crests (5250)


The Fall of Xill sparked the War of Four Crests, so named because it eventually
involved four armies. With the shiliskin armies assembled and fully aware of the
drachnid menace, the shiliskin generals took a much more cautious approach toward
the new forces that threatened their home.

For the next hundred years a long series of skirmishes unfolded between the Agents
of Dreadspire and the Shiliskin Empire. The werewolves, always eager for war,
joined the struggle with the Shadowmane Clan aligning with drachnids under the
command of Master Vule the Silent Tear and the Ragepaw Clan moving behind
the shiliskin ranks. Even after years of struggle, the conflict yielded no decisive vic-
tor.

About twenty-five years into the War of the Four Crests, a charismatic advisor rose
to power in Illsalin. This advisor, a crippled sage named Bodrak, spread the belief
that the key to defeating the drachnid hordes was to master their own necromantic
magic and use it against them. Draygun, the current shiliskin emperor, followed this
advice and began a fervent study of necromancy. Shortly after Draygun founded a
school dedicated to drachnid necromancy, Bodrak disappeared from Illsalin.
Although Bodrak was never seen again, his skin was found draped in a crumpled
pile on the shores of Lake Korlach.

Around this time, the Korlach leviathan turned on Illsalin, smashing through the
city's walls and carving a wake of destruction through the city itself. Although it
remains unclear why exactly the Korlach leviathan turned on its former masters,
many believe that it became angered by the shiliskin priests' slow gravitation
towards the drachnid school of necromancy. Others believe that the creature in the
spire may have promised the beast freedom if it turned on its shiliskin captors. And
still others believe that the Korlach is simply a force of nature that was never meant
to be controlled.

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The Fall of Illsalin (5275)
As the drachnids spilled over the walls of Illsalin, Draygun turned to the city's last
resort, a powerful artifact known as Shadowspine. Shadowspine was an ancient
spell book recovered from a raid on the drachnid hive. The book contained power-
ful spells and Draygun believed it held the key to turning back the drachnid inva-
sion. Unbeknownst to Draygun however, the book was a twisted entity capable of
pulling those who opened it into its pages.

When Draygun opened the book, its power spread throughout the city and cursed
Illsalin's defenders and the drachnids to undeath. Draygun was strong enough to
achieve rudimentary control of the book, and he used it to raise himself as a lich and
command the other undead throughout the city.

Despite this control, the book is now slowly bending Draygun to its will. With
each spell that Draygun casts from Shadowspine, he slides closer and closer to insan-
ity and servitude. For now however, Draygun retains his free will and continues to
defend Illsalin against invaders. He lords over the undead city with Shadowspine
close by his side.

The surviving shiliskin forces fell back to Malgrinnor, the empire's last standing
fortress in the east of Lake Korlach. Although the shiliskin are far from extinct, their
armies are scattered and demoralized to the point that they no longer pose an obsta-
cle to the evil master in the great Dreadspire Keep above the lake.

Werewolves and Norrath


Werewolf Origins

The werewolf has existed in Norrath as long as most other races have, but was
found only in Darkhollow for some time. These first feral werewolves, called
wurines, credit the Great Wuria with their creation -- the mother of all werewolves.
She is considered a spirit of the dark wilds and less of a god. She is the provider of
the beasts they hunt and feed on and the source of their strengths.

The werewolves learned to grow and survive in the dark and dangerous under-
ground world around them. They have the gift of intelligence, are motivated and
social, but not all equal. They are feral creatures with finely honed instincts and sur-
vival skills.
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For several hundred years, no one on the sur-
face of Norrath had ever seen a werewolf. It
wasn't until an expedition of Qeynosian miners
breached the barrier of Darkhollow that the first
werewolf was seen and the first human bitten.

The werewolves attacked the foreign expedition


party and killed all but three who suffered near-
lethal bites -- Patrim Gallowtrow, Brendin
Fardon, and Wendal Meen were their names.
They manage to survive the bites and flee to
the surface to later become the kinsfolk of the
werewolves of Darkhollow, the half-human,
half-werewolf breed that transformed under the
light of the moon. It was only a matter of days
before they all went through the first transfor-
mation.

This new breed of werewolf became known as the Clan of the White Fangs. They
considered themselves closest in blood to a true werewolf through the father's blood-
lines. It was Patrim Gallowtrow who bit Sentry Alchin, the friend of Sentry
Joanna in Rathe Mountains, who became one of the White Fangs. The White
Fangs were arrogant, aristocratic, and were somewhat consumed with their power
and gifts.

Later, the generations of White Fangs in Norrath became muddied with mixed
blood of the various races of Norrath as they mated in human form. This third
breed or tribe of werewolf became known as the Dusk Leapers -- the mutts of the
werewolves. They lived on the fringes of civilization and often plotted against it to
rule over it and their cousins, the White Fangs.

Meanwhile, among the wurines down below, social conflicts that have lasted thou-
sands of years continue unresolved.

As with any intelligent creature with a measure of individuality and the capacity for
ideas, the werewolves do not always agree or follow the same path. There are two
tribes in Darkhollow:

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Shadowmanes
Created by Matriarch Shyra, the Shadowmanes prefer a more matriarchal social
structure. They believe the females have the closest spiritual ties to the Great Wuria
and seek the matriarch's guidance and approval. The Shadowmanes can be charac-
terized as a more spiritual and intellectual clan. While they have a matriarch, there
are internal politics that dictate what each member of the clan must accomplish in
their commune. They struggle against their innate primal instincts as they have
some desire for peace and tranquility, even though they live in such a volatile
region. They want to find a balance that allows them some sophistication and spiri-
tuality. They abhor the purely uncivilized animalistic ways of the Ragepaws, find-
ing them base and disgusting.

Ragepaws
The Ragepaws believe in the predatory nature of being a wurine and organize them-
selves by the strength of the alpha male of the group. They shun and hold contempt
for any political or high-level social musings that their counterparts have. Their
lives are fairly simple -- to survive and not allow the Shadowmanes to overcome
their ideals or get in the way of their chief philosophy: kill or be killed. They have
been led for hundreds of years by the brute strength and will of Bloodeye.

The Norrathian Perspective on Werewolves


When the first werewolves that were created by wurine-bitten humans began to
walk the lands of Norrath, new conflicts arose. By day, the werewolf could com-
fortably walk among humans in human form. At night, they could transform into
a fearsome creature, half-human, half-wolf, with an unnatural destructive rage and
strength. They prowled the wilds and hunted, killing anything in their path. These
werewolves roamed the wilds of the Karanas, the Faydarks, or wherever they felt
free.

A few Norrathians, touched by the terror of werewolves, chose to band together to


thwart the danger and protect their families. They call themselves the Fangbreakers,
a relatively quiet society that spans several generations and reaches far across the
lands of Norrath. The Fangbreakers recognize each other quietly and trust very few.
For centuries they have protected their organization from being infiltrated by were-
wolves posing as concerned citizens and they prefer to keep it that way.

Nul Aleswiller has been the leader of the Fangbreakers for 500 years. They were
originally employed by the people of the Plains of the Karanas to protect the farms
and lands from the threat of werewolf attacks.
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Bunu Stoutheart, Fixxin Followig, and Cory Bumbleye can be considered the co-
leaders of the Fangbreakers, having also lived in the Karanas for hundreds of years,
keeping the werewolves at bay.

Wurines' Conflicts and Civil War (4300)


Until Matriarch Shyra claimed to have spoken to the Great Wuria, their great
mother, through divination, each pack of wurine lived separately. But this matriarch
preached a new way of life -- one of spiritual fulfillment, order, and worship to their
mother. Many joined together to follow Matriarch Shyra, becoming members of
the Shadowmane clan. The feral wurines then banded together and formed the
Ragepaw Clan. Soon after, Matriarch Shyra created the Lodge of the Fangs, a rudi-
mentary court for all wurines.

The departure from the old ways incensed the feral wurine, the Ragepaws, and a
civil war ensued -- The War of the West Tunnels -- over philosophy and territory
that lasted 20 years, until the wurines accepted that they would never agree, and
instead would learn to coexist to survive Darkhollow. Ragepaw Clan elders were
added to the Lodge of the Fangs, which made larger rulings and decisions for both
clans when necessary.

The Choice
About 200 years ago, a dark master that threatened the lives of all the wurines
offered a grim proposal to Matriarch Shyra. Align with him in his great castle
above the lake, or die. In exchange for their loyalty and service, the master would
spare the Ragepaws their annihilation as well. There would be benefits to their
service -- material wealth, comforts, and protection from the shiliskin, sporali and
the other elements of Darkhollow.

Shyra took the proposal to the Lodge of the Fangs and they discussed the matter. It
wasn't long before the notion of safe haven and access to surface-world comforts
won them over. They agreed. The Lodge of the Fangs summoned the alphas of the
Ragepaws and they were told the news of the decision to preserve the wurine race
and serve the lord of the keep.

The Ragepaws were chagrinned and refused to exist in servitude in any way to the
master whom they believed intended to deceive and exploit the pride and strength
of the wurines. This master who never showed his face represented everything that
was dark in their world, and they would not succumb. But they would not fight

13
against it out of fear. They remain in the Snarlstone Dens in the West Lake Korlach
region.

Today, the Shadowmanes still serve the master, building and guarding his fortress
above the waters of Lake Korlach. They accept this duty to preserve and advance
their place in the world of Darkhollow. The Ragepaws remain in the darkness and
continue to do what they have done for much of their lives -- survive and preserve
the true feral ways of the wurine.

Genesis of the Sporali (4900)

Around 4900, a sentient fungus spore settled into the groundwater through a pool
in the Clan Runnyeye goblin lair before it eventually found its way through some
cracks into Darkhollow. The spore was greatly
affected by the tainted waters of Darkhollow and
evolved in strange and fantastic ways to become
a sporali. It grew and spread over 200 years until
the first sporali colonies were formed. The
colonies began to harvest corathus, a strange
resource secreted by the corathus worms which
they learned had caused the sporali to grow and
evolve at an accelerated rate. The shiliskin also
harvested corathus and viewed the sporali as a
threat to their supplies.
Before the shiliskin could drive the sporali into
extinction, the sporali shamans pooled their
corathus stocks and fed it to a single spore king.
Thus, Antraygus was born. The corathus made
Antraygus near invulnerable, and any sporelings
he created were also unnaturally resilient.
Antraygus and his offspring lead a fierce resistance against the shiliskin raiders who
eventually forewent corathus altogether and turned their attention to gathering
nargilor, the coral with magical properties that grows below Illsalin. During the
Shiliskin-Sporali wars, the sporali bred many plants to use against the shiliskin,
including mindspore and retch weed. They still exist today.

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Ak'Anon Expedition 328 (5100+)
About a century and half ago, King Ak'Anon sponsored a drill expedition to seek
out mithril deep below the Steamfont mines. Unfortunately, Mithril Expedition
328 was fraught with disaster. They were the first to use the great new invention,
the Burrownizer, a powerful drill that could dig deep into the earth, carrying gnomes
and clockworks within it. During the expedition, far below the surface the
Burrownizer's rubble-sweeping mechanism jammed, leaving the craft unable to
maintain a usable tunnel in its wake. The gnomish engineers soon realized that the
only way to go was down, so that's where the drill expedition went. The gnomes
traveled for two and half years at a fifteen-degree downward angle before eventually
crashing into Corathus Creep in Darkhollow.

The gnomes calculated that they were somewhere under Antonica, likely beneath
the Nektulos forest. Their drill was hopelessly smashed and they had no way to
contact the surface. Soon the gnomish scientists began their lives as castaways.
One by one, they fell victim to the various hazards of Darkhollow. Those that sur-
vived were forced to augment their failing bodies with salvaged clockwork parts
until the gnomes were almost completely mechanical. Through the magic of tinker-
ing, most of them managed to retain some of their personality and memory in
Fibblebrap gems, named after the gnome that invented them. These gems, placed
into the heart of the clockwork, served to keep the gnomes' souls alive as they wait-
ed for word, existing as what they call gnomeworks. But as can happen when toy-
ing with tinkering, it wasn't perfect.

The miners of the Expedition began to show strange behaviors after some time.
These miners, called the Creep Reapers, have all but forgotten its gnomish heritage,
and have instead focused on mining corathus. Perhaps it was the influence of the
corathus mineral, or perhaps it was their willingness to surrender their biological
parts so quickly, but the Creep Reapers have adopted a somewhat relentless and
remorseless approach to mining. They attack anything that enters their mines and
often work themselves to malfunction. The Creep Reapers detest the other survivors
of Expedition 328 who have chosen not to help toil in the mines.

15
New Spells Cleric
Death's Regret
Bard Level 68
Strikes down an undead target with
Creeping Dreams
divine energy, causing 1610 damage
Level 68
while potentially slowing their move-
Fills the target's mind with creeping
ment and attack speed for a short time.
dreams, causing them to cease actions
for up to 18 seconds. The dreams take Chromastrike
on a life of their own and will try to Level 69
spread to nearby enemies periodically. Channels holy power into a cohesive
bolt of energy, causing 1200 damage.
Thousand Blades
The holy power attempts to breach the
Level 70
weakest of your target's magical defens-
Brings the bard's blades and steps into
es, and is therefore harder to resist.
perfect harmony for up to 60 seconds,
causing every melee attack to hit and Desperate Renewal
increasing the chance for critical hits. Level 70
Heals the cleric's target for up to 4935
Beastlord hit points.
Bestial Empathy
Level 70 Druid
Beseeches the creatures of the wild to Skin of the Reptile
attack the caster's target for a short time. Level 67
Causes your target's skin to take on a
Empathic Fury
reptilian quality and appearance. When
Level 70
the target is struck by melee attacks, the
Imbues caster and warder with a feral
skin will often attempt to heal the
fury, greatly increasing melee damage.
wound.
Berserker Spore Spiral
Level 68
Cry Havoc
Launches a cone of spores in front of the
Level 67
caster that will root creatures to the
A terrible battle cry that increases the
ground and cause 200 points of damage
damage the berserker's companions deal
every six seconds for up to 30 seconds.
upon critical hits.

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Dawnstrike Magician
Level 70 Burning Aura
Channels the power of the dawn to Level 68
strike your target for 1900 damage. Cloaks the target in an aura of flames.
While channeling this power you will The flames will frequently lash out at
sometimes gain the blessing of the attacking creatures, causing moderate
dawn which will greatly increase your damage.
next direct damage spell. However,
Fickle Fire
there is also a small chance that the
Level 69
energy will backfire and cause your
Strikes your target with a bolt of focused
damage spells to become weaker for a
elemental fire, causing 1900 damage.
short time.
The force of this fire can sometimes be
Enchanter harnessed to greatly increase the damage
Illusion: Orc of your next direct damage spell; how-
Level 54 ever, the fire can sometimes backfire and
Cloaks you in the guise of an orc. cause your damage spells to become
Mana Flare weaker for a short time.
Level 68 Raging Servant
Places an aura of mana upon the target Level 70
which will attempt to augment the Summons a raging elemental servant
energy of direct damage spells against that will relentlessly attack your oppo-
that target to cause extra damage. nent for a short time.
Colored Chaos
Level 69 Monk
Coalesces mana into a spectrum of Footsteps of Wu
destructive light, causing 1600 damage Level 67
to the target. The light will attempt to Grants companions the footsteps of wu
breach the target's weakest defenses, technique, increasing the odds that their
making it much harder to resist. attackers will miss them.
Echoing Madness
Level 70 Necromancer
Plants a maddening echo in your tar- Call for Blood
get's ears, causing them to cease actions Level 68
for up to 60 seconds. The echo will fre- Afflicts the target with a hungry toxin
quently spread to the ears of nearby ene- that will cause 1575 damage. The
mies as well. venom will attempt to absorb energy
from the target and give a temporary

17
increase to the power of the casters dam- Ranger
age-over-time spells. There is chance, Hail of Arrows
however, that the energy will backfire Level 68
and cause the casters damage spells to Conjures a hail of ethereal arrows to fly
be weaker for a short time. out in front of the caster, causing dam-
age to any creatures caught in the arc.
Corath Venom
Level 69 Warder's Wrath
Fills your target's veins with the Corath Level 70
venom. Initially this venom will cause Guides the ranger's weapons into per-
695 damage but will decrease in poten- fect accuracy for up to 60 seconds, caus-
cy the longer it afflicts the target. The ing every attack to hit and greatly
normal duration of Corath venom is 42 increasing the critical hit rate.
seconds.
Dread Pyre Shadowknight
Level 70 Fickle Shadows
Consumes your target in a burning pyre Level 69
of blood, causing 956 damage every six Tears the unholy energy from an undead
seconds for up to 30 seconds. target, causing 1100 points of damage.
The energy torn from the creature can
Paladin sometimes be focused to greatly enhance
Last Rites the damage of the shadowknight's next
Level 68 damage spell; however, the energy may
Squelches the darkness in an undead backfire and greatly decrease the power
creature, causing 1200 damage and of the shadowknight's damage spells for
potentially decreasing their attack and a short time.
movement speeds for a short time.
Touch of Draygun
Silent Piety Level 70
Level 70 Rips the life from the target, causing
Cloaks the paladin in a pious aura for 750 points of damage. The life energy
up to 15 minutes that will sometimes is then used to increase the shad-
turn away detrimental spells. owknight's maximum hit points tem-
porarily. The extra hit points will grad-
Rogue ually fade over time.
Balanced Blades
Shaman
Level 67
Lingering Sloth
Improves the balance of the caster's
Level 67
companions, improving their accuracy
Summons a protective spirit to guard the
with melee attacks.
18
target. The spirit will frequently attempt can sometimes be harnessed to greatly
to slow the movement rate of any crea- increase the power of the wizard's next
ture that strikes the target in melee com- direct damage spell; however, the weave
bat. can sometimes become unstable, causing
the wizard's damage spells to become
Breath of Antraygus
weaker for a short time.
Level 68
Spews a deluge of acid in a cone in Ether Flame
front of the shaman, causing up to 1200 Level 70
damage to any creatures caught in the Summons the pure energy of ethereal
spray. fire to strike your target, causing 5848
damage.
Hungry Plague
Level 70
Infects the target with a hungry plague
that will slow its attack rate for up to 60
seconds. The plague will frequently
attempt to infect nearby targets with the
same malady.

Warrior
Commanding Voice
Level 67
Fills the warrior's allies with confidence,
causing them to be more likely to dodge
incoming melee attacks.

Wizard
Clinging Frost
Level 69
Strikes the target with a clinging bolt of
frost, causing 1830 damage. The frost
will slow the target's movements for a
short time.
Mana Weave
Level 69
Weaves mana into a bolt of burning
energy that will cause 2800 damage to
the target. The energy of this weave
19
New Alternate Advancement Abilities
Abundant Healing
Classes: Cleric, Druid, Shaman
Level Needed: 70
When casting a level 60 or higher direct healing spell, this ability adds a chance
that the target will continue to be healed over the next 30 seconds. Additional
ranks increase the effectiveness of the ability and the chance for it to occur.

Affliction Mastery
Classes: Druid, Necromancer, Shaman
Level Needed: 70
Improves the chance that damage-over-time spells will have a critical effect each
time they activate.

Anatomy
Classes Rogue
Level Needed: 70
Increases the maximum level of humanoid that can be affected by the user's assassi-
nation ability.

Ancestral Guard
Classes: Shaman
Level Needed: 70
Calls upon ancestral spirits to protect the shaman from harm for a brief period,
absorbing a portion of damage sustained. Additional ranks increase the percent of
damage that the spirits absorb.

Appraisal
Classes: Rogue
Level Needed: 70
Allows the rogue to estimate the selling price of an item held holding on the cursor.

Bandage Wounds
Classes: Bard, Beastlord, Cleric, Druid, Monk, Paladin, Ranger, Rogue,
Shadowknight, Shaman
Level Needed: 70
Increases the amount of healing provided by a single bandage.
20
Blood Magic
Classes: Necromancer
Level Needed: 70
Fuels your spells directly from the user's health rather than mana. Blood magic is
dangerous, however, as spells will drain more health than mana. Likewise, each
time a spell is cast while Blood Magic is in effect, there is a chance that the health
cost will increase. Once Blood Magic is used it cannot be canceled, and it remains
in effect until it wears off or the user dies.

Cacophony
Classes: Bard
Level Needed: 70
Engulfs the target in a barrage of discordant noise, causing it to take damage for the
duration of the effect. Every time this effect causes damage, it also has a chance to
interrupt spell casting. Additional ranks improve both the damage and the chance
to interrupt spells.

Call of Challenge
Classes: Warrior
Level Needed: 70
Provokes opponent to the point that they will not flee from battle, or if they are
already fleeing they will instead return to continue fighting.

Cascading Rage
Classes: Berserker
Level Needed: 70
Infuses the user with a primal rage, increasing melee abilities but causing damage as
the berserker is pushed beyond normal physical limits. The rage starts slow, but
each additional rank in the ability increases its maximum potential. Be warned:
once the rage has taken hold, it cannot be halted and must run its course.

Channeling Mastery
Classes: Enchanter, Paladin, Shadowknight
Level Needed: 70
Reduces the chance of being interrupted when casting spells.

21
Cloak of Light
Classes: Paladin
Level Needed: 70
User becomes invisible to undead nearly at will, without the need to memorize a
spell.

Cloak of Shadows
Classes: Necromancer, Shadowknight
Level Needed: 70
User becomes invisible nearly at will, without the need to memorize a spell.

Concentration
Classes: Berserker, Monk, Rogue, Warrior
Level Needed: 70
Increases the chance to avoid interruption of item effects when taking damage.

Conservation
Classes: Berserker
Level Needed: 70
Grants a chance to not use a component when summoning axes.

Convergence of Spirits
Classes: Druid
Level Needed: 70
Grants an alternate form of Spirit of the Grove that channels the energy of the
woodland spirits to a single target. The concentrated energy provides an exception-
ally fast heal and leaves the target with a brief period of regeneration and protective
thorns.

Cry of Battle
Classes: Berserker
Level Needed: 70
Causes the user's next War Cry to hit everyone within its radius at the cost of dou-
ble the endurance used.

Deep Sleep
Classes: Enchanter
Level Needed: 70
22
Grants an innate chance to put an NPC into a deep sleep when it is mesmerized.
The victim will suffer offensive penalties for 90 seconds after the spell was initially
cast. Additional ranks increase the effectiveness of the ability and the chance for it
to occur.

Edict of Command
Classes: Enchanter
Level Needed: 70
Binds an NPC to the user's will, charming it until the spell wears off. This ability
works on NPCs up to level 70.

Elemental Ferocity
Classes: Magician
Level Needed: 70
Each rank in this ability increases an elemental pet's chance to flurry attacks.

Enhanced Aggression
Classes: Bard, Beastlord, Berserker, Monk, Paladin, Ranger, Rogue,
Shadowknight, Warrior
Level Needed: 70
Increases the maximum amount of attack bonus gained from items.

Eradicate Summoned
Classes: Magician
Level Needed: 70
Improves even further the damage caused by the Turn Summoned ability.

Eradicate Undead
Classes: Cleric
Level Needed: 70
Grants an even more damaging version of the Turn Undead ability.

Extended Burnout
Classes: Magician
Level Needed: 70
Increases the duration of Frenzied Burnouts.

23
Fetter of Spirits
Classes: Beastlord
Level Needed: 70
Grants a more powerful version of Hobble of Spirits that increases the effectiveness
and length of a pet's ability to slow an enemy's walking speed.

Field Dressing
Classes: Berserker, Warrior
Level Needed: 70
Further increases the amount of healing provided by a single bandage when binding
wounds.

Forced Opening
Classes: Rogue
Level Needed: 70
Increases the chance to make a normal backstab from any angle.

Gift of Mana
Classes: Cleric, Druid, Enchanter, Magician, Necromancer, Shaman,
Wizard
Level Needed: 70
After casting a level 65 or higher spell, this ability grants an innate chance for a
subsequent spell cast to cost only a single point of mana. Additional ranks increase
the chance of this occurring. Note there is a brief time to make use of the benefit of
this ability before it fades away.

Graverobbing
Classes: Necromancer
Level Needed: 70
Decreases the amount of time required between uses of Wake the Dead or Army of
the Dead.

Greater Avatar
Classes: Cleric
Level Needed: 70
Increases the potency of the Divine Avatar ability, increasing physical prowess even
further for a short period of time.

24
Greater Rabid Bear
Classes: Shaman
Level Needed: 70
Grants a more powerful version of Rabid Bear, greatly increasing all offensive capa-
bilities.

Greater Slay Undead


Classes: Paladin
Level Needed: 70
Increases the chance to inflict greater damage against the undead.

Guardian of Ro
Classes: Magician
Level Needed: 70
Calls a more powerful servant into being who will repeatedly hurl fire at a target.
Each rank of this ability increases the duration of the servant.

Hastened Blades
Classes: Bard
Level Needed: 70
Decreases the amount of time required between uses of Dance of Blades.

Hastened Death
Classes: Monk
Level Needed: 70
Decreases the amount of time required between uses of Imitate Death.

Hastened Defiance
Classes: Warrior
Level Needed: 70
Decreases the amount of time required between uses of Warlord's Tenacity and
Resolute Defiance.

Hastened Mind Crash


Classes: Wizard
Level Needed: 70
Decreases the amount of time required between uses of Mind Crash.

25
Hastened Thunder
Classes: Beastlord
Level Needed: 70
Decreases the amount of time required between uses of Roar of Thunder.

Improved Bestial Frenzy


Classes: Beastlord
Level Needed: 70
Increases the chance of performing a double attack in any given combat round.

Improved Harmonious Attack


Classes: Bard
Level Needed: 70
Increases the chance of performing a double attack in any given combat round.

Improved Headshot
Classes: Ranger
Level Needed: 70
Increases the maximum level of humanoid that can be affected by the user's head-
shot.

Innate See Invisible


Classes: All
Level Needed: 70
Permanently enhances vision, allowing one to see the invisible.

Knight's Alacrity
Classes: Paladin, Shadowknight
Level Needed: 70
Increases the chance to score an additional attack with two-handed weapons.

Mastery of Fury
Classes: Wizard
Level Needed: 70
Increases the strength of critical spell hits, causing them to do more damage.

26
Nature's Guardian
Classes: Druid
Level Needed: 70
Calls forth the spirit of a wild bear to attack an opponent for a brief time.
Additional ranks increase the time before the bear returns to nature.

Postpone Death
Classes: All
Level Needed: 70
Increases how far below zero a character's hit points can fall before dying.
Characters with this ability will still fall unconscious when they reach zero hit
points.

Precise Strikes
Classes: Rogue
Level Needed: 70
Increases the minimum damage done with any backstab.

Precognition
Classes: All
Level Needed: 70
Further increases the chance of completely avoiding incoming melee damage.

Pyromancy
Classes: Wizard
Level Needed: 70
Any level 60 or higher fire-based direct damage spell cast has a chance to ignite the
targeted creature, causing it to take continual damage and be more susceptible to fur-
ther fire-based attacks. Additional ranks increase the chance to ignite the target.

Rune of Shadows
Classes: Enchanter
Level Needed: 70
Provides an upgraded version of Eldritch Rune. Each rank of this ability provides a
stronger rune.

27
Shared Camouflage
Classes: Ranger
Level Needed: 70
Cloaks the user's entire group in a camouflage, causing them to become invisible
without the need to memorize a spell.

Silent Casting
Classes: Cleric, Druid, Enchanter, Magician, Necromancer, Shaman,
Wizard
Level Needed: 70
While active, this ability reduces the hate caused by the caster's spells.

Song of Stone
Classes: Bard
Level Needed: 70
Allows the bard to raise their performance to levels normally unachievable by mor-
tal hands, attracting the attention of nature spirits who come to watch the perform-
ance. The nature spirits called into existence harass the bard's target.

Stealthy Getaway
Classes: Rogue
Level Needed: 70
Allows a quick retreat from a situation, removing the user to a relatively safe loca-
tion elsewhere in the zone. The rogue must be hidden to use this ability.

Thick Skin
Classes: All
Level Needed: 70
Further increases the mitigation of incoming melee damage.

Translocational Anchor
Classes: Wizard
Level Needed: 70
Placed on an NPC, this ability will prevent it from gating away from you.
Additional ranks increase the duration of the effect.

Trick Shot
Classes: Ranger
28
Level Needed: 70
Grants an innate chance to make an additional attack upon a successful ranged
attack. This extra attack will consume an additional arrow or fail if one is not avail-
able.

Unflinching Resolve
Classes: Monk
Level Needed: 70
Grants a chance to endure what would otherwise be a stunning blow, from any
angle, without being stunned.

Ward of Purity
Classes: Cleric
Level Needed: 70
Creates a stationary ward that cleanses poison and disease from every player within
range. Increased ranks improve the effectiveness of the ward.

Warder's Savagery
Classes: Beastlord
Level Needed: 70
Each rank in this ability increases the chance to flurry attacks.

Weightless Steps
Classes: Monk
Level Needed: 70
Intense training allows monks to increase their base movement run. This increase
does not stack with movement rate spell effects.

Wicked Blade
Classes: Berserker, Monk, Ranger, Warrior
Level Needed: 70
Increases the chance of scoring an extra hit with all two-handed weapons.

Willful Death
Classes: Shadowknight
Level Needed: 70
Grants an increasing chance for feigned deaths to not be revealed by spells cast upon
the user.
29
CREDITS
Vice President, Development Game Designers
John Donham Camille Abdnor, Charles Bryant, Jonathan Caraker,
Kevin Carter, Holly Longdale, Brian Motisko, Ian
Studio One Executive Assistant Noble, Carly Towle, Alan VanCouvering, Terrence
Fannie Gunton Yee

Producer Additional Design Assistance


Craig Knapp Adam Bell, Harvey Burgess, David Ford, Kevin
Moyer, John Troy
Associate Producer
Jose Araiza
PROGRAMMING
Project Manager
Lead Programmer
Chris Lena
Jamey Ryan

ART Assistant Lead Programmers


Lead Artist: Environments Eric Cosky and Scott Mitchell
John Roy
Programmers
Lead Artist: Characters Roy Eltham, Bill James, Alan Krause, Eric Le Saux,
Cory Rohlfs Terry Michaels, Rusty Peltz

Artists, World Builders and Animators Additional Programming Assistance


Ronnie Ashlock, Allen Bond, Robert Collier, Justin Hansen, Chris Hoover
Robert Cuenca, Dante Fuget, Diane Gerard, Shaun
Johnston, Kevin Lydy, Adam McMahon, Bob MUSIC, SOUND & VIDEO
Painter, Shannon Parnell, Tim Petty, Hans
Audio Lead
Piwenitzky, Lance Thornblad, Tom Tobey, Ian
Cat Neri
Wall, and Eric Webster
Music Composer
Additional Art Assistance
Laura Karpman
Arash Keissami, Jacob Robinson, Evan Sampson
Sound Design
Community Relations Chad Mossholder
Community Relations Manager
Christina Delzer
TECHNICAL OPERATIONS
Community Relations Representatives Vice President
Aimee Rekoske Michael Bowen

Project Management
Game Design Cameron Enfinger, Krista Benson
Lead Designers
Travis McGeathy Director of Production Systems
Mark Preston
Assistant Lead Designers
Ryan Barker, Jason Mash

30
Production Systems Team Administrative Assistant
David Corning, Kirk Lightfoot, Sid Jaffee, Bryan Heather Svelan
Glogowski,and Kevin Ying
CS/QA Office Coordinator
Allison Needham, Alison Lindgren
Director of Network Engineering
Dani Roisman Executive Director of Quality Assurance
Tony Rado
Network Engineering Team
Brett Hawn, Geoff Wade Quality Assurance Managers
Rob Thompson, Ed Hocking
Director of SOE Security
Bryan Blank Quality Assurance Supervisors
Andy Lamp, Jason Boone, Shad Halsey
Manager of Office Operations
Jeff Bolaris QA Technical Liaison
Jennifer Gerull, Andrew Baker
Office Operations Team
Lisa Doleshal, Michael Hardman, Domenico Quality Assurance Lead for EverQuest
Scaduto, Jonathan Rad, Loren G. Skeels, and Neil Christmas
Jeremy Siprelle
Quality Assurance Analysts
Manager of Operations Kent Almond, Eric Simpson, Charles Bryant,
Jeremy Johnson Marlena Liebl, Bianca Diaz, Billy Winter, Jesse
Bell, Jeff Anderson, Heather Guthridge, John
Operations Team Leads Skolburg,
Steven Davis, Thomas Delzer, Greg Herzbrun, Rob
Matzker, and David Prestin Compatibility Lab Supervisor
Ryan Antonelli
Operations Team
Eric Flynn, Anthony Gervais, Robert Maul, Chris Compatibility Lab
Richard, Roger Sewell, Chris Trichel, Ben Cole, and Chris Johnson, Joe Obezo, Jason Zimmerman,
Jesus Zarzosa James Karras, Jorge d'Argence

Manager of Operational Engineering Platform Quality Assurance


Wilson Yeung Enrico Bernardo, Bethany Rockey, Ben Babeshkin,
David Bennett, Thanh Nguyen, Vien Truong
Operational Engineering Developers
Timothy Arland, Chad Folz, Ted Garrington, Executive Director of In-Game Support
David Taylor, Gordon Tetlow, Matthew Reynolds, Scott Mattson
William Kemper, Ogi Boras
In-Game Customer Service Manager
CUSTOMER SERVICE AND Rich Schmelter
QUALITY ASSURANCE Guide Liaison
Robyn Rogers
Vice President of Customer Service and Quality
Assurance Training Supervisor
George Scotto Paul Venuti

31
Training Specialists Project Management
Justin Allen, Jalane Crosby, Tom Lockard Wendy Kim, Jenne McPherson, Marie Harrington
and Bonnie Davison
Customer Service Supervisors
Jesse Ciener, Dean Graf, Joseph D. Paolinelli, Manager of Application Engineering
Olivia Skelly, Michael Woods Mick Giles

Game Masters Application Engineering Team


Aaron Bisnett, Nathan McCall, Gary Panther, Pierce Courtney, Andres March, David Keene,
Melanie Lara, Richard Granback, Greg Sodeman, Duy Le, Jason Parrott, Jake Fear,
Chad Hartmann, Robert Davis, Ben Norris, Juan John Van Roekel
Cardenas, Christine McCoard, Angelo Sanchez,
Robert Robertson, Troy Alsop, Joel Calland, Manager of Systems Engineering
Suzanne Owen, Janice Bagley, Ryan Bacalski, Amy Thomas Farthing
Leo, John Borders.
Systems Engineering Team
Executive Director of Customer Service Ron Grierson, Pablo Herrero, Graeme Ing, Bob
Brad Wilcox Kline, Tavish Margers, Dan Gorman, Casey
Winn, Patrick McCuller, Jeff Jones, Chris Rosa,
Technical Support Supervisors Rick Smith and Jose Rodriguez
Gordon Dapkus, Daniel Clifford
Creative Director, Web Presence
Technical Support Representatives Nathan Pearce
Tony Flores, Derek Livingston, Joe Nelson, Eric
Rabelas, Manuel Deramos, Geoff Kressel, Jacob Creative Designer
Thompson, Timothy Zarza, David Bauer, David Eric Schmitter
Keen, Bill Corning, Robert Ellison, Brad Griffin,
Shawn Holmes, Geoffrey Kressel, Michael Lafond, Director of Operations, Web Presence
Rowena Luansing, Joseph Nelson, Christopher Greg Short
Reeves, Joel Sasaki, Chad Toews
Project Manager
International Customer Service Manager Steve Fuller
Ima Somers
Content Team
Sr. International Customer Service Liaison Adam Stevens
Douglas Wright, Ryan Robinson, Stephen Rodgers,
Jeffrey Bard Web Art Team
Jacob Robinson, Travis Gregory and Paul Tighe
Sr. International Quality Assurance Liaison
Ryan Wells Web Production Team
Nick Davison, Tim Cox and Monte Green

PLATFORM SERVICES Director of Database Services


Vice President of Technology Deepak Thapliyal
Christopher Yates
Database Services Team
Director of Platform Engineering Archana Pansuria, John McGovern, Aaron Valdes,
David Dhunjishaw David Green, Natik Ameen, Taylor Steil, and Scott
Rappoport

32
Station Store Management Creative Services Editor
Bonnie Davison Clayton Kroh

INTERNATIONAL International PR & Community Relations


Caroline Amiguet, Taskin Sayilir
OPERATIONS
AV Producer
Director of International Operations
Brian Patience
Matt Sivertson
Assistant AV Producer
Localization Manager
Steve Gefrom
David Kim

Technical Lead for International Operations EXECUTIVE STAFF


Bart Rothwell SONY ONLINE
Localization Team
ENTERTAINMENT
Bernard Dambron, Stacy Griebel, Christopher Lee, Chairman of the Board
Bill Mauer, Robert McEntee, Jason Polk, Steven Yair Landau
Riley, Stacey Sofia-McDaniel, Adriano Vasco
President
SALES AND MARKETING John Smedley

Marketing Coordinator Senior Vice President and COO


Ari Ziegel Russell Shanks

Channel Marketing Specialist Senior Vice President of Business Development


Katie Thomas and CFO
John Needham
Art Director
Mike E. Meyer Senior Vice President of Information Technology
and CTO
Brand Manager Adam Joffe
Christopher E. Sturr
Senior Vice President of legal and Business
Associate Brand Manager Affairs and General Counsel
Heathcliff Hatcher Andy Zaffron

Director of Corporate Communications Senior Vice President of Marketing


Chris Kramer Torrie Dorrell

Public Relations Manager Senior Vice President of Sales


Tamara Sanderson Don Vercelli

Marketing Services Manger Vice President of Marketing


Jen Belfield Michael Lustenberger

Marketing Services Coordinator Vice President, legal and Business Affairs


Lauren Zeiger Rick Herman

33
Special Thanks
The EverQuest development team
would also like to say thank you to our
families and friends for all of their
support. Without their support, Depths
of Darkhollow would not be possible.

Uses Miles Sound System.


©1991-2000 by RAD Game Tools, Inc.

© 2005 Sony Computer Entertainment America Inc. EverQuest is a


registered trademark and Depths of Darkhollow is a trademark of Sony
Computer Entertainment America Inc. All rights reserved.

34
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35
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Account. You may not copy (except to make one necessary back-up copy), distribute, sell, auction, rent,
lease, loan, modify or create derivative works, adapt, translate, perform, display, sublicense or transfer all or
any portion of the Software. You may not copy any of the written materials accompanying the Software.
You may not reverse engineer, disassemble or decompile the Software except to the extent that this restric-
tion is expressly prohibited by applicable law. The Software may contain license management software that
restricts your use of the Software.

8. We and our suppliers shall retain all rights, title and interest, including, without limitation, ownership of
all intellectual property rights relating to or residing in the CD-ROM, the Software and the Game, all copies
thereof, and all game character data in connection therewith. You acknowledge and agree that you have not
and will not acquire or obtain any intellectual property or other rights, including any right of exploitation, of
any kind in or to the CD-ROM, the Software or the Game, including, without limitation, in any
character(s), item(s), coin(s) or other material or property, and that all such property, material and items are
exclusively owned by us.

9. You may not use any third party software to modify the Software to change Game play. You may not cre-
ate, facilitate, host, link to or provide any other means through which the Game may be played by others,
such as through server emulators. You may not take any action which imposes an unreasonable or dispropor-
tionately large load on our infrastructure. You may not buy, sell or auction (or host or facilitate the ability to
allow others to buy, sell or auction) any Game characters, items, coin or copyrighted material.

10. To obtain an Account, you will be required to choose both a login name and a player name. While you
are encouraged to use a pseudonym, especially if you are a minor, you may not pick a name that violates
anyone's trademarks, publicity rights or other proprietary rights.

11. As part of your Account, you can upload content to our servers in various forms, such as in the selec-
tions you make for the Game and in chat rooms and similar user-to-user areas (collectively, your "Content").

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Your Content shall not: (a) infringe any third party intellectual property, other proprietary or publicity/priva-
cy rights; (b) violate any law or regulation; (c) be defamatory, obscene, child pornographic or harmful to
minors; or (d) contain any viruses, trojan horses, worms, time bombs, cancelbots or other computer program-
ming routines that are intended to damage, detrimentally interfere with, surreptitiously intercept or expropri-
ate any system, data or personal information. We may take any action with respect to your Content if we
believe it may create liability for us or may cause us to lose (in whole or in part) the services of our ISPs or
other suppliers. You hereby grant to us a worldwide, perpetual, irrevocable, royalty-free, sublicenseable
(through multiple tiers) right to exercise all intellectual property rights, in any media now known or not cur-
rently known, associated with your Content.

12. We cannot ensure that your private communications and other personally identifiable information will
not be disclosed to third parties. For example, we may be forced to disclose information to the government
or third parties under certain circumstances, or third parties may unlawfully intercept or access transmissions
or private communications. Additionally, we can (and you authorize us to) disclose any information about
you to private entities, law enforcement or other government officials as we, in our sole discretion, believe
necessary or appropriate to investigate or resolve possible problems or inquiries. Furthermore, if you request
any technical support, you consent to our remote accessing and review of the computer you load the
Software onto for purposes of support and debugging. You agree that we may communicate with you via
email and any similar technology for any purpose relating to the Game, the Software and any services or
software which may in the future be provided by us or on our behalf. You may choose to visit
www.everquestlive.com or www.station.sony.com, SOE's web sites ("The Station") if such web sites offer
services such as an EverQuest game themed chat room or other services of interest to you. You are subject
to the terms and conditions, privacy customs and policies of SOE while on such web sites and in connection
with use of your Account and the Game, which terms and conditions, policies and customs are incorporated
herein by this reference. Since we do not control other web sites and/or privacy policies of third parties, dif-
ferent rules may apply to their use or disclosure of the personal information you disclose to others. Solely for
the purpose of patching and updating the Game, you hereby grant us permission to (i) upload Game file
information from the Game directory and (ii) download Game files to you. You acknowledge and agree that
we may transfer Game and your Account information (including your personally identifiable information
and personal data) to the United States or other countries or may share such information with our licensees
and agents in connection with the Game.

13. WE PROVIDE THE CD-ROM, THE SOFTWARE, THE ACCOUNT, THE GAME AND ALL
OTHER SERVICES "AS IS." WE AND OUR SUPPLIERS EXPRESSLY DISCLAIM ALL WAR-
RANTIES OR CONDITIONS OF ANY KIND, EXPRESS, IMPLIED OR STATUTORY, INCLUD-
ING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF TITLE, NONINFRINGEMENT,
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. Without limiting the forego-
ing, we do not ensure continuous, error-free, secure or virus-free operation of the CD-ROM, the Software,
the Game, your Account or continued operation or availability of any given server. Some states do not allow
limitations as to how long an implied warranty lasts and/or exclusions or limitations of consequential dam-
ages, so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you
specific legal rights and you may also have other legal rights which vary from state to state.

We are not liable for any delay or failure to perform resulting from any causes beyond our reasonable con-
trol. Further, we cannot and do not promise or ensure that you will be able to access your Account whenev-
er you want, and there may be extended periods of time when you cannot access your Account.

37
14. IN NO EVENT SHALL WE, OUR PARENT, OUR AFFILIATES OR OUR SUPPLIERS BE
LIABLE TO YOU OR TO ANY THIRD PARTY FOR ANY LOST PROFITS OR SPECIAL, INCI-
DENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES (HOWEVER ARISING, INCLUDING
NEGLIGENCE) ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE, OR
MALFUNCTION OF THE SOFTWARE, YOUR ACCOUNT, THE GAME, THE SOFTWARE OR
THIS AGREEMENT. OUR LIABILITY TO YOU OR ANY THIRD PARTIES IS LIMITED TO $100.
Some states do not allow the foregoing limitations of liability, so they may not apply to you.

15. You shall comply with all applicable laws regarding your use of the Software, your access to your
Account and your playing of the Game. Without limiting the foregoing, you may not download, use or oth-
erwise export or re-export the Software except in full compliance with all applicable laws and regulations,
including, without limitation, the laws of the United States.

16. This Agreement is governed in all respects by the laws of the State of California as such laws are applied to
agreements entered into and to be performed entirely within California between California residents. The UN
Convention on Contracts for the International Sale of Goods is expressly disclaimed. Both parties submit to per-
sonal jurisdiction in California and further agree that any cause of action relating to this Agreement shall be
brought in the County of San Diego, State of California (if under State law) or the Southern District of California
(if under federal law). If any provision of this Agreement is held to be invalid or unenforceable, such provision
shall be struck and the remaining provisions shall be enforced. Our failure to act with respect to a breach by you
or others does not waive our right to act with respect to subsequent or similar breaches. You may not assign or
transfer this Agreement or your rights hereunder, and any attempt to the contrary is void. This Agreement sets
forth the entire understanding and agreement between us and you with respect to the subject matter hereof.
Except as provided herein, this Agreement may not be amended except in a writing signed by both parties.

17. All services hereunder are offered by Sony Online Entertainment Inc., located at 8928 Terman Court, San
Diego, California 92121. Our phone number is (858) 537-0898. Current rates for using the Game may be
obtained from a hotlink at www.everquestlive.com, and such rates are subject to change at any time. If you are a
California resident, you may have this same information emailed to you by sending a letter to the foregoing
address with your email address and a request for this information.

The Complaint Assistance Unit of the Division of Consumer Services of the Department of Consumer Affairs
may be contacted in writing at 400 R Street, Sacramento, CA 95814, or by telephone at (800) 952-5210.

Parental control protections (such as computer hardware, software, or filtering services) are commercially available
that may assist you in limiting access to material that is harmful to minors. If you are interested in learning about
these protections, information is available at http://www.worldvillage.com/wv/school/html/control.htm or other
similar sites providing information on such protections.

The Software is a "commercial item" if acquired under agreement with the U.S. Government or any contractor
therewith in accordance with 48 CFR 12.212 of the FAR and, if acquired for Department of Defense (DoD)
units, 48 CFR 227-7202 of the DoD FAR Supplement, or any succeeding similar
regulations.

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