If you've been away from Norrath for a while, here's a guide to some of the changes that have been made to help you get back into the swing of things! A lot of changes have come to EverQuest II, but they should help make your adventures a little bit easier. Return back to this guide whenever you need a quick refresher - we can't wait to see you back in Norrath!
The apotheosis of a specific facet of energy, Ascension classes are the gateway to ascended power for characters above level 100 who possess the Kunark Ascending or Planes of Prophecy expansion packs. Within Kunark Ascending you may speak with one of the four masters in the Obulus Frontier to begin down the path to Ascension. In the Planes of Prophecy you can find an Ascension Trainer in the Coliseum of Valor.
Each Ascension class grants an adventurer the ability to shift into an avatar of that Ascension, converting all damage done from any ability that does not deal damage based on your weapon's damage type. This will also convert most pet and swarm pet damage.
- Elementalist: Wielders of the opposing forces of fire and ice, Elementalists have the power to rain down destruction or degrade the defenses of an opponent. Initiates of this class convert ability damage to cold.
- Etherealist: Master of arcane and planar energies, Etherealists have abilities that deal with the manipulation of ambient or latent magical power. Etherealists convert ability damage to magic.
- Geomancer: Sometimes the most effective form of persuasion is the application of brute power. Geomancers are able to bring staggering force down on an opponent, converting ability damage into crushing.
- Thaumaturgist: Most things have some form of life energy, and Thamaturgists are able to manipulate and control it, twisting and bolstering that energy to meet their needs. Blood Mages convert ability damage to disease.
Once an Ascension class has been initiated you will start receiving Celestial Ascension potions from mission crates. These can be used to level your Ascension class.
Changing Your Ascension Class
Changing Ascension classes is as simple as going to the appropriate Ascension master and picking up the class. All of the progress made on your current Ascension class is saved, and you will pick up right where you left off when you return to that class. Any Ascension abilities you have earned will remain in the Ascension tab in your spellbook, though you will not be able to access them until you return to the matching Ascension class.
Note that many of the abilities in the above spellbook are greyed out because they are from an ascension class that is not currently active.
Ascension abilities can combo with other abilities to add an extra effect. In addition, Ascension abilities have the full range of spell tiers from apprentice to ancient.
The strange planar energies released by the opening of the Subtunaria in Terrors of Thalumbra have invested the items found therein with latent energies, granting them bonuses to its granted stats when looted or by tithing coin or equipment infusers found throughout the realms to further enhance the effectiveness of the item. In this example we have Cinder, newly infused so that we can see the stat bonuses that have been modified with the default infusion. Note the "Base" checkbox under the icon on the top right. When unchecked (left) the window will show the items current infused stats. When the box is checked (right), the four grey numbers will indicate the item’s base stat. The Base checkbox will not appear unless an item has been modified in some way.
Infusion may be accessed by right clicking on an item in your inventory or with /toggleinfusion. Within the infusion window you have two options on how to infuse the item. The default option is to directly tithe platinum to the gods, enticing them to grant you their favor which can unlock these bonuses. Each subsequent infusion attempt will increase the platinum cost. The second method is to apply infusers, which can be crafted or looted throughout Thalumbra. Purchased infusions work toward one cap on infused bonuses, while crafted and dropped infusers work on an entirely separate cap. This allows you to maximize the enhancements you receive by pursuing both methods of increasing your item's power.
The picture below shows the use of the default platinum tithe to further infuse Cinder. In this case it costs 5 platinum to attempt infusion, and it has a 25% chance of successfully infusing a stat bonus.
Here, we are using one of the premium infusers, which is represented by the white crystal icon. There is no longer a platinum cost and that the chance of success is 100%.
If an item is no longer able to be upgraded by a method, the chance to succeed will indicate 0%.
Mercenaries: Leveling and Equipment
While mercenaries are quite adept at walloping the occasional moss snake, even the most adroit sellsword can be taught a thing or two by an experienced adventurer. With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. To start training your mercenary, simply open up the mercenary window and press the "Start Training" button located near the bottom.
The training time required to obtain the next level on your mercenary begins at three days, which progresses whether or not you are currently playing, and increases as you obtain higher levels.
You may accelerate your mercenary's training by completing each level immediately for Daybreak Cash.
Training your mercenary allows you to equip them with any armor that you come across and do not want to personally use yourself. While you must meet the minimum level to equip the armor yourself, mercenaries do not have restrictions on what they can wear. Mercenaries do not change their appearance based on the armor that they equip in these slots.
While a mercenary cannot wear the same jewelry as your characters, they instead make use of special accolades which can be obtained through adventuring or crafting.