Just when you thought you were getting over your EverQuest 
addiction, along comes The Ruins of Kunark, the eagerly awaited 
expansion pack for Verant Interactive's gaming drug. It's become a 
cliché over the years but I'll say it again, there's a fine line 
between a good expansion pack and a shrink-wrapped patch. 
More often than not, expansion packs don't live up to standards as 
we've already seen a few times this year. EverQuest: The Ruins of 
Kunark is a welcome change to that theory by not only adding on 
to the previous experience, but by actually improving it.
The Ruins of Kunark expands on the already vast world of Norrath 
considerably. For starters, it introduces a new continent in the 
southeastern region of the world, featuring over 20 new and 
unique zones to explore. Among the new areas are frozen tundras, 
dense jungles, hobbled temples and other large Greco-Roman like 
structures. Not only are there a variety of new zones to traverse but 
many of those zones are considerably larger in mass. One of the 
complaints many adventurers voiced previously concerned the 
lack of land mass. Verant has addressed the issue by expanding 
the territory and creating a much more detailed landscape. 
Graphically, The Ruins of Kunark features a much higher poly 
count and more detail in textures, eclipsing the already solid 
graphics of the original game. Of course, the downside to such an 
improvement means the system requirements for EverQuest have 
increased slightly. You'll undoubtedly need at least 128 megs of 
RAM in order to trot around The Ruins of Kunark comfortably, not 
to mention a strong video card and CPU speed.
The new zones are populated with an assortment of new 
creatures. You'll encounter a new breed of Goblin and Giant, 
larger creatures along the lines of Yetis, Giant Wurms and 
Dragons, and such creative creatures as a half-human, 
half-arachnoid monster. No zone is safe and the variety of 
creatures available will have you battling for hours.
Also included in the expansion is a new playable race, the Iksar. 
The Iksar are snarling lizardmen with long tails. They have the 
ability to regenerate their hit points faster than most other races 
and have such inherent skills as seeing in the dark as well as 
running and swimming at extremely quick rates. The Iksar are a 
predominantly evil race and are despised in Norrath, so 
adventuring too far can get you in a bit of trouble. Being an evil 
race, you'll be able to choose between Warrior, Shadow Knight, 
Necromancer, Monk and Shaman classes.   The Iksar race will 
certainly appeal to both rookie and veteran EverQuest players as it 
gives veterans the chance to start anew with unknown territories to 
explore. 
The Ruins of Kunark also plays well for veterans whose character 
has been stuck at level 50 due to the cap. The expansion pack 
allows characters to go up to level 60 and along with the 
advancement, can gain new abilities, spells and items. Many of 
the new zones in The Ruins of Kunark cater to such high level 
characters in its design. The Ruins are far from a walk in the park, 
although it does feature many areas that will allow 
lower-experienced adventurers to gain the experience and items 
necessary to further their quests. 
The Ruins of Kunark isn't without a few flaws though. As I pointed 
out earlier, the system requirements have risen sharply due to the 
increase in poly count and texture detail. Those looking for an 
improvement in the sound department will also be disappointed as 
Verant Interactive has added nothing new to the audio 
experience. In fact, some of the noises the new creatures make 
don't quite sound right at all. Why non-human creatures cry out in 
human voices when struck is beyond me. Obviously the audio 
wasn't quite ready when the expansion pack shipped.
The Ruins of Kunark does exactly what an expansion pack should 
do. It expands on the experience known as EverQuest and 
improves it at the same time. Graphically, the new zones look 
better. Combine that with the addition of a new race, a new 
continent, the change from level 50 to level 60 characters, new 
items, spells and creatures and you've basically got a fantastic 
addition that is a must for EverQuest adventurers.
Note: Screenshots courtesy of GameSpy
.