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Quiz about Everquest Classic Where it All Began
Quiz about Everquest Classic Where it All Began

"Everquest" Classic: Where it All Began Quiz


"Everquest", a groundbreaking PC game, launched in 1999. How much do you know about Norrath as it was first encountered? This quiz covers "Everquest" before any of its expansions were released.

A multiple-choice quiz by Kandik. Estimated time: 4 mins.
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Author
Kandik
Time
4 mins
Type
Multiple Choice
Quiz #
361,218
Updated
Dec 03 21
# Qns
10
Difficulty
Average
Avg Score
7 / 10
Plays
756
Last 3 plays: Guest 89 (10/10), Guest 95 (10/10), Guest 98 (8/10).
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Question 1 of 10
1. What was the level cap in "Everquest" Classic? Hint


Question 2 of 10
2. Norrath has a wide and active pantheon, and several of the gods were responsible for creating the playable races of "Everquest." Among the most active was Brell Serilis. Which playable races did he create? Hint


Question 3 of 10
3. The various elves of Norrath derive their creation from the work of two gods who hate each other bitterly and feuded over the elves. Which two gods were these? Hint


Question 4 of 10
4. There were three continents in "Everquest" Classic: Faydwer, Antonica, and Odus. Between them there were two oceans. What were they? Hint


Question 5 of 10
5. The various melee classes had special armor quests available from the Temple of Solusek Ro after level 30. Match the quest armor set with the appropriate class. Hint


Question 6 of 10
6. Among the classes of "Everquest", there was melee, casters, and hybrids. Hybrid classes combine the features of 'parent' caster and melee classes. Which of the following was *not* a hybrid class? Hint


Question 7 of 10
7. It's not high fantasy without dragons, and there were only two of them when "Everquest" launched. What were their names? Hint


Question 8 of 10
8. In addition to dragons, the highest level players in "Everquest" Classic could raid several alternate planes of existence, the homes of gods. Which planes were available in "Everquest" Classic? Hint


Question 9 of 10
9. The "end game" of "Everquest" Classic describes the activities of players who had reached max level. While much of the end game involved raids in high level zones involving many groups of players, there were also single-group zones for end game players. Which of the following was not a single group zone in the end game of "Everquest" Classic? Hint


Question 10 of 10
10. From its beginning and through its various expansions, "Everquest" has featured giants in many forms. Which of the following varieties of giant did *not* appear in "Everquest" Classic? Hint



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Most Recent Scores
Nov 02 2024 : Guest 89: 10/10
Nov 02 2024 : Guest 95: 10/10
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quiz
Quiz Answer Key and Fun Facts
1. What was the level cap in "Everquest" Classic?

Answer: 50

Over the years the level cap has increased substantially. However, back in the beginning, players could fight their way through only fifty levels of content. Don't be deceived though - the rate of experience gain and leveling was much slower in the original world of Norrath, and it was no mean feat to achieve level 50 in those days.
2. Norrath has a wide and active pantheon, and several of the gods were responsible for creating the playable races of "Everquest." Among the most active was Brell Serilis. Which playable races did he create?

Answer: Dwarves and Gnomes

Brell is the chief god of the underwold - caves, caverns and all the dark places underground. He created many of the creatures seen across Norrath, among them the kobalds, some of the goblins, and the gnolls. The dwarves and gnomes were also his creation. There is much competition for primacy among Brell's various children, leading to bitter conflicts between some of them, especially the dwarves and goblins.

The trolls and ogres were created by Cazic Thule, the god of fear. The humans and Erudites are not identified as the children of any specific god in the lore. The halflings were the offspring of Bristlebane, the god of mischief. The barbarians were the creation of Mithaniel Marr, the god of justice and honor.
3. The various elves of Norrath derive their creation from the work of two gods who hate each other bitterly and feuded over the elves. Which two gods were these?

Answer: Tunare and Innoruk

All of these gods have had bitter conflicts with each other, but few were as bitter as the war between Tunare and Innoruk over the elves. Tunare, the goddess of nature (as one might guess from her name) created the refined high elves and wild wood elves in the beginning.

Innoruk, jealous of her creation, kidnapped two of the high elves and imprisoned them in his homeland, torturing and corrupting them. They eventually succumbed to his evil ways and became the dark elves.
4. There were three continents in "Everquest" Classic: Faydwer, Antonica, and Odus. Between them there were two oceans. What were they?

Answer: Ocean of Tears and Erud's Crossing

The Ocean of Tears, the large of the two, separated Faywder from Antonica in the east, while Erud's Crossing separated Antoica from Odus in the west. In "Everquest" Classic there were boats transiting these oceans, crossing between Kaladim and Freeport on the Ocean of Tears, and Qeynos and Erudin in Erud's Crossing. Without the assistance of a wizard or druid, these boats were the sole means of intercontinental travel.

The oceans were not merely space in between the continents though. Both had numerous islands with challenging creatures for all levels. Among classes capable of soloing, it was common to seek out one of these islands to hunt in peace.
5. The various melee classes had special armor quests available from the Temple of Solusek Ro after level 30. Match the quest armor set with the appropriate class.

Answer: Crafted for Warriors, Lambent for Bards, and Ro's for Paladins

The Sol Ro armor quests were intended to fix a perceived imbalance in power between casters and melee characters. In the early game, spells were often more powerful than melee abilities until a melee character achieved a very high level of gear. These quests involved most of the zones on the largest continent, Antonica, and required the collection of numerous pieces.

They also had a distinctive color, making them a sign of achievement as people could recognize players who had completed the quests.
6. Among the classes of "Everquest", there was melee, casters, and hybrids. Hybrid classes combine the features of 'parent' caster and melee classes. Which of the following was *not* a hybrid class?

Answer: Shaman

Hybrids were essentially mixes of a pure melee and pure casting class, typically obtaining spells of the caster class about ten levels after the caster class did, and having lower physical abilities than pure melee classes. This eventually changed, with hybrid classes gaining abilities created just for them, in order to make them more viable classes.

Rangers were a combination of druids and warriors, paladins were the combination of warriors and clerics, and shadow knights were the combination of warriors and necromancers. In the third expansion, the "Shadows of Luclin," a new hybrid class was introduced. The beastlord was a hybrid between monks and shaman.
7. It's not high fantasy without dragons, and there were only two of them when "Everquest" launched. What were their names?

Answer: Lord Nagafen and Lady Vox

Nagafen and Vox are probably the two most iconic creatures in "Everquest". They were the original "bosses" of the game, as they were available before the planes opened. As such, they occupy a prominent and nostalgic place among players who have been around since 1999. In order to preserve some of their mystique, they are currently attackable only by players level 52 and below. Otherwise they would simply be killed by players far above their level, as is the case with most other obsolete end game creatures.

Trakanon and Pharra Dar are dragons from "The Ruins of Kunark," the first expansion. Vulak and Dozekar are from the second expansion, "The Scars of Velious." Aerin and Rydda Dar are from the fourth expansion, "Planes of Power." There were no dragons in the third expansion.
8. In addition to dragons, the highest level players in "Everquest" Classic could raid several alternate planes of existence, the homes of gods. Which planes were available in "Everquest" Classic?

Answer: Hate, Fear, and Sky

The planes of Hate, Fear, and Sky, truly heralded the onset of raiding in "Everquest". While Nagafen and Vox provided the first raiding experience, they were two lone creatures. The planes were full of powerful targets possessing valuable items. Indeed, these three original planes were still important in the quests of the first expansion, "The Ruins of Kunark". Their popularity is shown in the prevalence of planes in the subsequent expansions.

Mischief and Nature, the homes of Bristlebane and Tunare, respectively, appeared in the "Scars of Velious" expansion.

The planes of Earth, Water, Fire, and Air were the 'elemental planes' in the "Planes of Power" expansion (which took planes 'to eleven' so to speak). They were home to the gods Fennin Ro, Xegony, E'Ci, Tarew Marr, Povar, and the Rathe Council. The planes of Disease, Innovation, Nightmares, and Justice were less powerful zones earlier in the "Planes of Power" expansion.
9. The "end game" of "Everquest" Classic describes the activities of players who had reached max level. While much of the end game involved raids in high level zones involving many groups of players, there were also single-group zones for end game players. Which of the following was not a single group zone in the end game of "Everquest" Classic?

Answer: Unrest

Unrest was a mid level dungeon where players adventured from levels 20-35. Lower Guk was home to powerful humanoid frogs, and dropped arguably the best single-groupable gear in "Everquest" Classic. Solusek's Eye and Permafrost Keep were homes to dragons, but also had extensive areas where single groups could fight powerful monsters.
10. From its beginning and through its various expansions, "Everquest" has featured giants in many forms. Which of the following varieties of giant did *not* appear in "Everquest" Classic?

Answer: Forest

The forest giants did not appear until the "Ruins of Kunark" expansion. The original world of Norrath was full of giants, which were the bane of lower level players and valuable prey for high level players. Hunting giants was probably the most productive way to earn money in the early game, as they tended to drop in excess of twenty platinum pieces each.
Source: Author Kandik

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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