The Bottom Line
If you've got a high level EverQuest character, odds are you will want this. Otherwise, you may never see a lot of it. A worthwhile expansion, and what else are you going to do when you hit level 60?
Pros
- Characters can progress past level 60 to level 65.
- Additional high level zones, monsters, and spells.
- Beginners can start without any previous releases.
Cons
- Doesn't offer much to players under level 46.
- Random and "no drop" spells can be annoying.
- Group play all but required in harder areas.
Description
- Released October 1, 2002. Published by Sony Online Entertainment.
- A new "Raid Organization" feature simplifies large-scale group play.
- More high-level skills allow elite characters greater customization.
- Teleport stones make getting around a lot easier.
- Graveyards located at the zone-ins to each plane reduce corpse retrieval time.
- The original world and game are included, so beginners can get started without previous releases.
- Some nice new textures can be seen on the architecture, monsters, and armor.
- Improved sound engine produces better sound effects and handles higher-quality music.
Guide Review - EverQuest: The Planes of Power
EverQuest is the most successful and most persevering MMORPG to date. Where some other MMORPGs have experienced a decline in players a year or two after their release, EverQuest is now in it's fourth year and still seems to be going strong. As you would expect from an expansion of a game this mature, The Plains of Power brings tougher monsters, more difficult zones, new spells, new quests, and new items to the table. The first plane is the Plane of Knowledge, which is available to all players and serves as a hub for Norrath. To get into (and beyond) the Plane of Tranquility, however, characters must be at least level 46. If you're up there, this content will keep you in the game a while longer, but don't expect to do it solo.




