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Journeying back into the world of EverQuest II, players find a variety of additional content awaiting them in the expansion, Echoes of Faydwer. Joining the ranks of playable races are the Fae, a creature resembling a fairy that cannot fly, but can glide off cliffs and around the environment using a set of customizable wings. Players begin in the Fae city of Kelethin facing 350 additional quests to complete, 20 new adventure zones, and 40 added monsters to defeat as they explore such places as the Steamfront Mountains, Castle Mistmoore, and Crushbone Keep, among others. Existing players are rewarded with a new cloak customization system, new housing, items, equipment, and spells, and also a set of new subclasses including tinkering and transmuting. Transmuting an object comes in handy with the new adornment feature.
Similar to Diablo's feature of inserting gems into armor and weapons to create more powerful items, the adornment system allows players to break down existing items to create insert-able objects, or buy them from a character skilled in transmutation. Tinkering allows gamers to create engineering-type items such as spring boots and short duration pets. The cloak customization system allows individual players and collective guilds to create a special robe to wear and show off to friends. Guilds can make a cloak featuring the groups "crest" or colors, and once a design is decided upon it is locked so no other organization may use the same pattern. Gods make a return to the world of EverQuest, and therefore, the expansion pack features three evil, two neutral, and three good gods a player may align with to unlock favors, such as time-limited "Blessing of Miracles" spells. ~ Gracie Leach, All Game Guide