Massively multiplayer online expansions often forego appealing to new players, focusing instead on adding content aimed at appeasing high-level veterans. This is part of what makes Echoes of Faydwer EverQuest II's most engaging addition to date. The new expansion is loaded with new content, which is mostly aimed at welcoming new players and giving experts a fresh look at the same old Norrath. There's a new race, a new continent, a new belief system, and a goodly amount of lore to sort through as well. However, experienced players will likely feel a little slighted by some of the additions. There is no increase to level cap, and the higher stat caps and increased raid difficulty don't compensate for it. But for new players and those looking to create a new character, Echoes of Faydwer is a fine addition to the EverQuest universe.
It's also brimming with lore, much of which fills gaps between the original EverQuest and EverQuest II. The butterfly-winged Fae have rebuilt the city of Kelethin on the lost continent of Faydark, just as clockwork creatures infiltrate the underground city of Ak'Anon. EverQuest lore has always been rich, if a bit haphazard; thus, the new bits of backstory and tradition are a good fit. The Fae are charming and enjoyable to play as, and casting powerful, destructive spells as such dainty porcelain creatures is always fun. You cannot choose an evil class when creating a Fae and must start in the race's home city of Kelethin. However, other good or neutral characters can opt to start in Kelethin. As of now, the Fae cannot betray to Freeport, but players itching to join the forces of evil should note that Sony Online Entertainment plans to add the ability in a future update.
The treetop city of Kelethin is a delight to behold, thanks to clever architecture and a captivating visual design. But it's not all about enchanted forests and twinkles of fairy dust. As you venture further into Faydark, you'll encounter giant mechanical beasts, steaming geysers, looming windmills, and decaying stretches of wilderness. You could easily reach level 70 without ever straying from the continent, which should give you an idea of how much there really is to see. There are a lot of quests, each one granted by a non-player character with a flourish and a goodly amount of voice-over. It's a lot to keep you busy, and you should expect a solid time both soloing and grouping at lower levels and against standard monsters.
In fact, the expansion is all about stuff--lots of stuff. There's nothing evolutionary about any of the new content, but there's just so much of it that explorer types are bound to stay happy, while higher-level players should enjoy the new heroic and raid instances. Boat transport, pretty new horses, higher-level armor, and other goodies await, all without really altering the gameplay in any significant way. Yet the new stuff is undoubtedly compelling, whether it's exploring the new deity quests, trying out the new cloaks, or pursuing the pumpkin-headed horseman.
All of the holdover elements from EverQuest II and its expansions are accounted for: arcane augmentations, achievements, and player-versus-player arenas. It's disappointing that no new arenas or arena champions seem to have been supplied. If you preferred that method of PVP content, you won't find any fresh settings. However, two tradeskills have been added: tinkering and transmuting. Tinkerers put together some quite interesting gadgets in line with the clockwork theme of the new continent. The items have a variety of offensive and defensive uses, with great names like "troll snot flinger" and "izitedibilforpepl probe." If you choose transmuting as your secondary tradeskill, you can turn items into their raw elements. In turn, these elements become adornments, which are used to enhance weapons and armor.