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Differences from the original

Perhaps the most significant differences are the high quality graphics, including detailed character graphics, very large and detailed world zones, and highly customizable user interface and graphics settings.

Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ; a major difference is the concept of "locked encounters". Currently a group or a solo player can set an option to lock encounters. When encounters are locked, only the player or group who becomes linked to that encounter is involved, which stops kill stealing. Other players cannot assist in the encounter unless the player who locked it uses a special "/yell" command for help, after which the encounter rewards neither loot nor experience.

Regeneration of power and hitpoints takes place very quickly when out of combat in EQ2. While locked in combat both regenerate very slowly. EQ required players to sit to regenerate hitpoints and mana, and this happened very slowly, also adding a level of danger from being in the sitting position.

"Trains" (encounters pursuing fleeing players to a zone line, and then attack uninvolved players), a problem in Everquest, are no longer a problem in EQ2. Encounters will not aggro on (attack) uninvolved players until they first return to their original location. Encounters returning to their spawn point are also immune to attack until they return there.

To stop kiting, players in combat lose all their movement speed enhancements except the special "sprint" ability, which costs a considerable amount of power to use, although some classes have speed debuffs that slow the enemy, thus making kiting a viable option. Because certain player classes such as Rangers and Mages have limited effectiveness in close melee range, many of these players have discovered another method of pseudo-kiting by running backwards and firing a missile weapon at the enemy. The enemy lands fewer attacks, but can take significant damage depending on the type of ammunition or missile weapon used, and the skill level of the user.

The penalization of death has been heavily reduced, instead of a "corpse run" to regain your items and lessen the experience loss, in EQ2 you will only have slight damage on your equipped items which will require mending after 10 deaths, and a slight exp loss. There are player made items which you can carry with you to mend the items. Also of note, once you gain a level in EQ2, you never lose it.