If you see passed the graphics that, aren't bad just aren't anywhere near as good as the newer MMOs you'd find such great features as:
Invisibility potions are cheap and last about 25mins real time (none of that 15second invis crap form WoW)
The spells are far more varied and indepth - like Invisibility against undead that clerics get, greater view distance for rangers, levitation, a few different classes get water breathing, mana regen buffs, powerful strength, agility, dexterity, stamina buffs
Spellcasters can change their respawn location to anywhere by casting Affinity Binding - even just outside or even inside a dungeon sometimes. These casters can also cast Gate at any time that lets them return to their bindpoint
There is a buff business - because some of the buffs last over an hour, some people will actually pay you for the buff, aswell as since many of the high level buffs can take hold on lower levels. A low level with a level 40 cleric temperance spell (800hp, 50AC) becomes almost indestructible for over an hour.
Your new spells have to be found and bought - sometimes from different rare places - sometimes they even have to be crafted by other players - This I feel adds a kind of excitement about FINALLY getting hold of that spell you've wanted for so long
There is a buff called Spirit of the Wolf (SoW) aswell as some others that increases movement speed - they all last at least 25mins - great for travelling and getting places fast
Bards have group invisibility songs they can play and at higher levels they have... The Travel Song - super movement speed for the group, invisibility and levitation (such that when you go over an edge you gently float down) for the whole group
The lore is the richest lore I've found in an MMO
Most gear can be used then given to someone else to be reused - except some of the newer more powerful stuff. So you can give your new main all your old main's gear to use, or give a friend your old armour or even just sell it on
Wizards and druids can teleport their group to loads of places at will. Great for escaping tricky situations, great for travelling. Wizards can even teleport player targets by themselves (if they accept). So you could see a wizard somewhere and ask him nicely to send you to the main player hub
There actually is underwater content - dungeons underwater
They have something called AA when you reach 51. Which means you can channel as much of your exp as you want into the AA power. (which is a bit like the WoW talent tree) The EQ AA is far more varied with a greater selection of excellent abilities. Also you could channel 100% of your gained experience in AA and stop levelling up - but still be getting stronger - so you could stay in range of a lower level friend who perhaps couldn't play as much
The list goes on.....
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