Everything posted by NANO
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Forums Updated By IP Board so i thinks it was removed so that our all post , reputation , point & our activity in forum were deleted!
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Call of Cthulhu is unequivocally the greatest role-playing game ever written. Okay, maybe that’s just my opinion, but I have some people who can back me up on this. The game, created in 1981 by Sandy Petersen, is based on the works of seminal horror author HP Lovecraft. In the game, player characters discover that our universe is malignant, inimical to human existence, and filled with slobbering horrors. The darkness may be beaten back by investigators willing to sacrifice their minds and their lives to the fight, but inevitably, the stars will roll right, and humanity will be snuffed out by forces older than time and beyond our comprehension. One could consider it horror for atheists, for whom the old tropes of ghosts, demons, and witches have lost their sting. So why is this game better than any other. It’s because of what the game teaches us about life. Every game system is written to promote a style of play. And that style of play, whether consciously or unconsciously, is written with ideas about life in mind. Dungeons & Dragons, for example, is a game of heroic self-improvement. Characters gain experience, becoming stronger, smarter, more handsome, richer, and acquire magic and special abilities. A character that persists over time, and her improvement, is one of the defining characteristics of a role-playing game. However, it is also exactly the reverse of what we experience in life. We do not get stronger, better, and more handsome as we age. Rather, we get flabby and sick, then die. D&D functions as an escape from that reality, and as such is wildly po[CENSORED]r. Call of Cthulhu functions contrariwise. In Cthulhu, spellbooks drive you insane. Practicing magic results in horrors. And if you engage in straight up combat with the game’s monstrosities, the coroner will be lucky to find enough teeth to identify your ragged remains. It is a game where in all the ways that matter, your character gets worse over time, until her skin is sloughed off by some nickering abomination. That, my friends, is life. Writer and game-design master Ken Hite is the originator o Call of this argument. Having written a Cthulhu game of his own, he knows a thing or two about diving into madness. Hite said,Call of Cthulhu is the only RPG that has to be, when played by the rules, about something besides an adolescent power fantasy… Your character deliberately, and gradually, commits slow, horrible suicide by insanity in order to save innocent people (a few, a thousand, or a billion) from that very fate.
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Sinterklaas (Dutch pronunciation) or Sint-Nicolaas (Dutch pronunciation (About this sound listen)) is a legendary figure based on Saint Nicholas, patron saint of children. Other names for the figure include De Sint ("The Saint"), De Goede Sint ("The Good Saint"), and De Goedheiligman ("The Good Holy Man") in Dutch; Saint Nicolas in French; Sinterklaas in West Frisian; Sinterklaos in Limburgs; Saint-Nikolai in West Flemish; and Kleeschen and Zinniklos in Luxembourgish. The feast of Sinterklaas celebrates the name day of Saint Nicholas on 6 December. The feast is celebrated annually with the giving of gifts on St. Nicholas' Eve (5 December) in the Netherlands and on the morning of 6 December, Saint Nicholas Day, in Belgium, Luxembourg and northern France (French Flanders, Lorraine and Artois). The tradition is also celebrated in territories of the former Dutch Empire, including Curaçao and Suriname. Sinterklaas is the primary source of the po[CENSORED]r Christmas icon of Santa Claus. Sinterklaas Sinterklaas is based on the historical figure of Saint Nicholas (270–343), a Greek bishop of Myra in present-day Turkey. He is depicted as an elderly, stately and serious man with white hair and a long, full beard. He wears a long red cape or chasuble over a traditional white bishop's alb and sometimes red stola, dons a red mitre and ruby ring, and holds a gold-coloured crosier, a long ceremonial shepherd's staff with a fancy curled top. He traditionally rides a white horse. In the Netherlands, the horse is called Amerigo, and in Belgium, it is named Slecht weer vandaag, meaning "bad weather today" or Mooi weer vandaag . Sinterklaas carries a big, red book in which is written whether each child has been good or naughty in the past year. Zwarte Piet Sinterklaas is assisted by Zwarte Piet ("Black Pete"), a helper in colourful Moorish dress and with blackface. Zwarte Piet first appeared in print as the nameless servant of Saint Nicholas in Sint-Nikolaas en zijn knecht ("St. Nicholas and His Servant/Apprentice"), published in 1850 by Amsterdam schoolteacher Jan Schenkman; however, the tradition appears to date back at least as far as the early 19th Century.Zwarte Piet's colourful dress is based on 16th-century noble attire, with a ruff (lace collar) and a feathered cap. He is typically depicted carrying a bag which contains candy for the children, which they toss around, a tradition supposedly originating in the story of Saint Nicholas saving three young girls from prostitution by tossing golden coins through their window at night to pay their dowries. Traditionally, he would also carry a birch rod (Dutch: roe), a chimney sweep's broom made of willow branches, used to spank children who had been naughty. Some of the older Sinterklaas songs make mention of naughty children being put in Zwarte Piet's bag and being taken back to Spain. This part of the legend refers to the times that the Moors raided the European coasts, and as far as Iceland, to abduct the local people into slavery. This quality can be found in other companions of Saint Nicholas such as Krampus and Père Fouettard. In modern versions of the Sinterklaas feast, however, Zwarte Piet no longer carries the roe and children are no longer told that they will be taken back to Spain in Zwarte Piet's bag if they have been naughty. Over the years many stories have been added, and Zwarte Piet has developed from a rather unintelligent helper into a valuable assistant to the absent-minded saint. In modern adaptations for television, Sinterklaas has developed a Zwarte Piet for every function, such as a head Piet (Hoofdpiet), a navigation Piet (Wegwijspiet) to navigate the steamboat from Spain to the Netherlands, a gift-wrapping Piet (Pakjes Piet) to wrap all the gifts, and an acrobatic Piet to climb roofs and chimneys Traditionally Zwarte Piet's face is said to be black because he is a Moor from Spain.Today, some prefer to say that his face is blackened with soot because he has to climb through chimneys to deliver gifts for Sinterklaas. The figure of Zwarte Piet is considered by some to be racist. Accordingly, the traditions surrounding the holiday of Sinterklaas have been the subject of numerous editorials, debates, documentaries, protests and even violent clashes at festivals.Some large cities and television channels now only display Zwarte Piet characters with some soot marks on the face rather than full blackface, so-called roetveegpieten or schoorsteenpieten ("chimney Petes"). Nevertheless, both Zwarte Piet and the holiday remain po[CENSORED]r in the Netherlands. In a 2013 survey, 92% of the Dutch public did not perceive Zwarte Piet as racist or associate him with slavery, and 91% were opposed to altering the character's appearance. In a similar survey in similar survey in 2018, between 80 and 88% of the Dutch public did not perceive Zwarte Piet as racist, and between 41 and 54% were happy with the character's modernized appearance (a mix of roetveegpieten and blackface).
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Red Dead Redemption 2 has finally arrived and it is bigger and better than anyone could have expected. The game is packed to the brim with missions, content, and things to do that are sure to keep fans entertained for hours at a time. Missions aren't the only thing available to players, however, as Rockstar Games has added a way for players to explore the Wild West in a First Person Perspective, just like with Grand Theft Auto V, so that they can really feel immersed in the open world around them. Red Dead Redemption 2 - How To Play In FPS (First Person Perspective Mode) At first, it can be a pain to find out how to enter First Person mode. There is no real hint towards it even existing, so a lot of players sometimes don't even know it is a part of the game. It is pretty simple to access though. All you need to do is either press the touchpad on PS4 or the View button on Xbox One to cycle through different camera modes until it snaps to First Person. You can then click the same button(s) again to go back to the Third Person at any time. You are then free to explore the world in any way you seem fit. Sometimes firefights are easier in First Person mode but you might want to shift to the Third Person on the fly to better see your surroundings.
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Anthem Dirt Rally Crack Down 2 Jump Force God Eater 2 Just Cause 3 Apex Legends Hitman
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Acura (/ˈækjʊrə/) is the Japanese luxury vehicle marque of Japanese automaker Honda.The brand was launched in the United States and Canada on 27 March 1986, marketing luxury, performance, and high-performance vehicles. It was introduced to Hong Kong in 1991, Mexico in 2004, China in 2006, Russia in 2014 (no longer available in Russia) and Kuwait in 2015, and is also sold in Ukraine.Honda's plan to introduce Acura to the Japanese domestic market (JDM) in 2008 was delayed, due to economic reasons,and later withheld as a result of the 2008 financial crisis.Acura holds the distinction of being the first American-Japanese automotive luxury brand.The creation of Acura coincided with the introduction of a JDM Honda dealership sales channel, called Honda Clio, which sold luxury vehicles, joining previously established Honda Verno, followed by Honda Primo the following year. In its first few years of existence, Acura was among the best-selling luxury marques in the US. Though sales were down in the mid-to-late 1990s, the brand experienced a revival in the early 2000s, due to drastic redesigns and the introductions of new models.In the late 1980s, the success of the company's first flagship vehicle, the Legend, inspired fellow Japanese automakers Toyota and Nissan to launch their own luxury brands, Lexus and Infiniti, respectively. The 1990 launch of the NSX, a mid-engine exotic sports car, offered a reliable and practical alternative to exotic European sports cars, and introduced Honda's VTEC variable valve timing system to the North American market. The 1993 Legend coupé featured Honda's first use of a six-speed manual transmission, mated to a Type II engine. In the late 1990s, Acura produced a Type R version of its compact Integra coupé, which featured a reduced curb weight, a stiffer and lower suspension, and a high-output VTEC engine. In the early 2000s, Acura introduced new models, including the company's first all-original SUV, the MDX, and two models which replaced the Integra coupé and sedan, the RSX and TSX, respectively. Type-S versions of the RSX, CL, and TL were added to the brand's lineup during that decade. Acura's 2005 RL flagship introduced SH-AWD, a torque-vectoring all-wheel drive system. The 2007 RDX, a crossover SUV, featured the first North American use of a turbocharged Honda engine. In the 2010s, Acura debuted more new models, including the ILX, TLX, and RLX, the latter of which introduced Acura's Jewel Eye LED headlights. A second generation NSX was launched in 2016 and features a twin-turbocharged mid-engine, a nine-speed dual-clutch transmission, and Sport Hybrid SH-AWD.The brand was created around the same time as Japanese rivals Nissan and Toyota developed their Infiniti and Lexus premium brands respectively. The Japanese government imposed voluntary export restraints for the U.S. market, so it was more profitable for Japanese automakers to export more expensive cars to the U.S. 1987 Acura Legend Following a decade of research, Honda opened 60 new dealerships in North America by 1986, to support its Acura automobile division. Acura was the first Japanese luxury brand, introduced under the slogan, "Acura. Precision Crafted Automobiles." Its initial offering consisted of two models: the executive class Legend and the compact class Integra, available as a five-door and three-door hatchback. The Legend was the result of Project XX, a joint venture Honda entered into with the UK's Austin Rover Group. It was mechanically related to the Rover 800 series, while the Integra was an improvement of the Honda Quint hatchback.The success of these models, particularly the Legend, led to competing Japanese luxury brand ventures (Toyota's Lexus that began development in 1983 as the F1 project, and Nissan's Infiniti who began development in 1985 by revising their Japan-only flagship Nissan President; in the late 1990s Mazda planned but never launched its own Amati luxury division). The goal of the Legend was to compete with rivals Toyota Crown and the Nissan Cedric and Gloria, but due to its 1986 introduction worldwide, Toyota, Nissan and other companies like Lincoln took notice of the markets reaction to the Legend and later the Vigor and offered vehicles that addressed the executive size car. Toyota introduced the Lexus ES, Nissan introduced the Infiniti J30 and Ford utilized the Taurus platform and named their new sedan the Lincoln Continental. First generation Acura Integra In 1987, Acura's first full year of sales, they sold 109,000 cars with the flagship Legend sedan accounting for 55,000 sales and the rest were of the smaller Integra. By 1990, Acura was selling 138,000 vehicles, including 54,000 Legends, compared to Mercedes-Benz's 78,000 cars and 64,000 each for BMW and Lexus.
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Aditya Prateek Singh Sisodia, better known by his stage name Badshah,is an Indian rap-music composer rapper and co-singer known for his Hindi, Haryanvi, and Punjabi songs.He started his career in 2006 alongside Yo Yo Honey Singh in his Group Band Mafia Mundeer and gained spontaneous po[CENSORED]rity among youth. He split from Honey in 2012 and gained fame with his independent Haryanvi song Kar Gayi Chull, which was later adopted into the 2016 Bollywood movie, Kapoor & Sons. His music has been featured in Bollywood soundtracks for films such as 2014 films Humpty Sharma Ki Dulhania and Khoobsurat.He has also collaborated with artists such as Gippy Grewal,Diljit Dosanjh, Manj Musik, Raftaar, Navv Inder and Aastha Gill among others. His debut single, "DJ Waley Babu" featuring Aastha Gill, was ranked number one on Indian i-tunes charts within 24 hours of the release. The song also crossed a million views on YouTube within 30 hours.In 2016, he collaborated with Navv Inder on Wakhra Swag which won the 2016 Punjabi Music Awards for best duo/group and most po[CENSORED]r song of the year award.Badshah was born as Aditya Prateek Singh Sisodia in Delhi, to a father from Haryana and mother from Punjab.He is married to Jasmine.He completed his schooling from Bal Bharati Public School, Pitampura, Delhi where he used to perform on his school choir.Prior to becoming a full-time musician he received education to become a civil engineer from PEC University of Technology, Chandigarh during which he was exposed to new Punjabi music which promoted him to take on rap writing. He has stated that if he had not become a rapper, he may "have been an IAS officer" .
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At least 99 people have died and more than 100 are being treated in hospital after drinking toxic bootleg alcohol in north-eastern India, officials say. Several women are among the victims, who all worked on tea plantations in Assam state. The deaths come days after tainted spirits killed about 100 people in the northern states of Uttar Pradesh and Uttarakhand. An inquiry has been ordered into the tragedy. The first victims died on Thursday, the administrator of the Golaghat district in Assam, Dhiren Hazarika, is quoted as saying by Agence France-Presse (AFP). The victims all worked in tea plantations in Golaghat and Jorhat districts. Golaghat district Superintendent of Police Pushkar Singh told BBC Hindi's Dilip Kumar Sharma that police had found the home where the toxic liquor was made and had recovered one and a half litres (2.5pts) of it. Doctors at the hospitals where the victims are being treated are baffled by the ingredients used in the illegal alcohol, which is causing organ failure. An expert team from the city of Guwahati is on its way to analyse the mixture and investigate its contents.
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By : Billi 4 You
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Flashpoint, the first expansion for wonkily-explained, slow-burn stomp-o-strategy gem BattleTech, does exactly what I wanted it to: gives me a cast-iron reason to keep playing indefinitely. There’s an inherent muteness to Flashpoint, from the easily-forgotten name onwards. But this is BattleTech, in fairness. For all that it stars 100-ton mechs knocking seven bells out of each other, it avoids flash and verve and, frankly, most of the colour spectrum. Mud-brown stoicism: that’s BattleTech.Where an XCOM or Command & Conquer expansion invariably involves springing ever-more outlandish new units onto the battlefield, the wildest Flashpoint gets in that regard is a new Mech with an axe for a hand. I mean, it looks pretty much the same as a dozen other Mechs, but you can sort of see there’s an axe there if you zoom in close enough. Unfortunately, said axe does not, in truth, rend steel like a hot, cow-sized knife through 50-storey butter, but instead just deals a chunk more melee damage. The Hatchetman is, however, extremely, extremely useful if you know what you’re doing. Same goes for the other two newbies, the Crab and the Cyclops; there’s almost nothing to seize upon in terms of breathless celebration, but they make for solid additions to the right kind of squad. C’est BattleTech.What BattleTech needed, far more than a few more robo-tanks, was remixing. The verbose story mode has its moments, but especially second (or more) time around it can be a drag – particularly because your supposedly freelance mercenary troupe is locked into doing the bidding of unelected royalty, rather than truly going their own way. The post-plot endgame shakes off these shackles, but soon becomes a futile-feeling loop of cyclic, samey missions. Flashpoint fixes that handily. Flashpoint makes me feel like the leader of a freelance, spacefaring mercenary outfit, and that fits BattleTech like an enormous iron glove. There are several ways to wade into the titular Flashpoints – short strings of missions, each with their own self-contained but more impactful plot, characters and decisions – but for me they’ve made most sense in the endgame.I’m by now very attached to my high-level pilots and assortment of Very Big Lads, so starting over with weaklings and the slow wars of attrition that would mean hasn’t much appealed. But now I get to take my Very Big Lads off on new mini-adventures, with the dual benefits of stories that click better thanks to brevity (world-building through wading into character-led conflicts rather than history lessons) and a brand new structure to justify the ongoing Gotta Salvage ‘Em All metagame. Taking on a Flashpoint – optional missions which pop up irregularly on the starmap – means settling down for a chain of battles, in which you generally cannot repair damaged Mechs or heal wounded Mechwarriors between bouts. If you’ve got a lengthy roster of Very Big Lads this isn’t necessarily a huge problem, but it definitely serves to ratchet up the tension and stop the next mission feeling quite so run of the mill.The stories, meanwhile, offer a few on-the-spot decisions, such as whether to try and second-guess an ambush, or to listen to the words of a prisoner you’ve been sternly warned not to listen to the words of. This does take the edge off seeing what are the same few mission types (eradicate/survive/escort) on the same few types of planet (though we do get a new, typically muted ‘tropical’ biome). These latter are what I most want to see mixed-up in future DLC, but for now a Flashpoint adds both a new sense of purpose and the satisfaction of some really big rewards if you complete the whole thing. It also subtly transforms the nature of long-term Battletech play. Where before I might come back after a couple of months off, play a mission or two until I got a new Mech, now I get a much deeper sense of completion from an evening or two back with my ‘lance. ‘I saved Brian Bandit-King from those other bandits!’ is inherently more meaningful than ‘I got a new thing!’The new characters introduced for Flashpoints – and ushered away afterwards, before they can become tedious – have more presence than your own crew, defined as they are by whichever sticky situation they’re in, rather than whatever exposition or advice they have for you. If there’s ever a BattleTech 2, Flashpoint throws up several good signposts about the direction it should take. As does a new ‘Career’ mode, free to any BattleTech owner, Flashpointed or not, as part of a patch, which offers plot-free, iron-man Meching for a steelier, less didactic challenge. This does work particularly well if you do own Flashpoint, however, as you get the Flashpoint mini-stories in there – otherwise it’s just random missions.(The patch also rejiggers Mechwarrior skills in well-judged ways – you’ll need to respec an old crew, but it’s all to the good. Done right, a Very Big Lad becomes less of a glass cannon, or you can have a get-out-overheating-jail-free card that generally reduces the in-mission maintenance grind). Flashpoint is fine expansion in terms of re-engineering BattleTech for extended play, then – far better than kicking us into another pit of mega-story or necessitating a new beginning. Long-term, I’d love to see more vibrancy from BattleTech – wilder planets, more colourful mechs and special attacks, grimier, punchier characters – but I suspect only the latter is compatible with this decades-old setting. Already though, a Flashpoint-augmented BattleTech is a significantly leaner and more adaptable machine than the lumbering brute of launch.
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Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. In the beginning you will find yourself chopping trees, mining ores and crafting mechanical arms and transport belts by hand, but in short time you can become an industrial powerhouse, with huge solar fields, oil refining and cracking, manufacture and deployment of construction and logistic robots, all for your resource needs. However this heavy exploitation of the planet's resources does not sit nicely with the locals, so you will have to be prepared to defend yourself and your machine empire. Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay. Roadmap The Roadmap is a description of the future goals for Factorio's development. One may consult it to discover what the developers of Factorio have in store for the game. Look at The official blog; Factorio Friday Facts (FFFs) have become a weekly feature and provide good information about the near future of the game. Stats Definition: Factorio is a sci-fi sandbox game. First public release date: Mid 2012
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EverQuest is a 3D fantasy-themed massively multiplayer online role-playing game (MMORPG) originally developed by Verant Interactive and 989 Studios for Windows PCs and was released by Sony Online Entertainment in March 1999 in North America, and by Ubisoft in Europe in April 2000. A dedicated version for mac OS was released in June 2003 which operated for ten years before being shut down in November 2013. In June 2000, Verant Interactive was absorbed into Sony Online Entertainment, who took over full development and publishing duties of the title. Later in February 2015, SOE's parent corporation, Sony Computer Entertainment, sold the studio to investment company Inception Acquisitions and was rebranded as Daybreak Game Company, who develops and publishes EverQuest to this day. It was the first commercially successful MMORPG to employ a three-dimensional game engine, and its success was on an unprecedented scale. EverQuest has a wide influence on subsequent releases within the market, and holds an important position in the history of massively multiplayer online games. The game surpassed early subscription expectations and grew for many years after its release and has received numerous awards, including the 1999 GameSpot Game of the Year and a 2007 Technology & Engineering Emmy Award.While dozens of similar games have come and gone over the years, EverQuest still endures as a viable commercial enterprise with new expansions still being released on a regular basis, almost twenty years after its initial launch. It has spawned a number of spin-off media including books and video games, as well a sequel, EverQuest II, which launched in 2004. Gameplay Many of the elements in EverQuest have been drawn from text-based MUD (Multi-User Dungeon) games, particularly DikuMUDs, which in turn were inspired by traditional role-playing games such as Dungeons & Dragons. In EverQuest, players create a character (also known as an avatar, or colloquially as a char or toon) by selecting one of twelve races in the game, which were humans, high-elves, wood-elves, half-elves, dark-elves, erudites, barbarians, dwarves, halflings, gnomes, ogres, and trolls. In the first expansion, lizard-people (Iksar) were introduced. Cat-people (Vah Shir), frog-people (Froglok), and dragon-people (Drakkin) were all introduced in later expansions.At creation, players select each character's adventuring occupation (such as a wizard, ranger, or cleric — called a class — see below for particulars), a patron deity, and starting city. Customization of the character facial appearance is available at creation (hair, hair color, face style, facial hair, facial hair color, eye color, etc.).Players move their character throughout the medieval fantasy world of Norrath, often fighting monsters and enemies for treasure and experience points, and optionally mastering trade skills. As they progress, players advance in level, gaining power, prestige, spells, and abilities through valorous deeds such as entering overrun castles and keeps, defeating worthy opponents found within, and looting their remains. Experience and prestigious equipment can also be obtained by completing quests given out by non-player characters found throughout the land. EverQuest allows players to interact with other people through role-play, joining player guilds, and dueling other players (in restricted situations – EverQuest only allows player versus player (PVP) combat on the PvP-specific server, specified arena zones and through agreed upon dueling). The game-world of EverQuest consists of over five hundred zones. Multiple instances of the world exist on various servers. In the past, game server po[CENSORED]tions were visible during log-in, and showed peaks of more than 3000 players per server. The design of EverQuest, like other massively multiplayer online role-playing games, makes it highly amenable to cooperative play, with each player having a specific role within a given group. Classes EverQuest featured fourteen playable character classes upon release in 1999, with two others - Beastlord and Berzerker - added in the Shadows of Luclin (2001) and Gates of Discord (2004) expansions, respectively. Each class falls within one of four general categories based on playstyle and the type of abilities they use, with certain classes being restricted to particular races. Melee classes are those which fight at close quarters and often use direct physical attacks as opposed to magic. These include the Warrior, a tank-based character which wears heavy armor and is designed to take damage for its group using a taunt ability; the Monk, a character which uses a combination of martial arts and barehanded fighting techniques; the Rogue, a combination thief/assassin class which can sneak and hide in the shadows as well as steal from enemies; and the Berserker, a strong fighter who specialize in two-handed weapons such as axes and are able to enter a state of increased fury and power. Priest classes are primarily healers who learn magic that can mend the wounds of their allies or themselves. The Priest classes are made up of the Cleric, a heavily specialized support class that wears heavy armor and is adept at healing and strengthening their allies; the Druid, a magic-user who draws power from nature which can restore the vitality and magic power of their teammates; and the Shaman, tribal warriors who draw upon the spirit realm to heal, empower those around them, and weaken their enemies. Casters are magic-users and sorcerers which wear light armor but command powerful spells. Those among them include the Wizard, a specialized damage-dealing class which uses the power of fire, ice, and pure magic energy for devastating effect as well as teleportation abilities; the Magician, a summoner who is able to call upon elemental servants which aid them in dealing damage; the Necromancer, a dark caster who uses the power of disease and poison to wither away their opponents while commanding undead allies to aid them; and the Enchanter, an illusionist who can take on many forms, support allies with strengthening spells, and pacify enemies with mesmerizing abilities. Hybrid classes are those which can perform multiple roles or have abilities of various types. These include Paladins, knights who possess the ability to take damage or heal with magic or laying on of hands; Shadowknights, dark warriors who use a combination of melee attacks and disease/poison abilities to damage foes as well as take damage for the party; the Bard, a minstrel who is able to use magical songs for a number of effects - including damaging enemies, strengthening allies, and improving the movement speed of themselves and others; Rangers, protectors of nature who learn healing and support magic in addition to being able to damage enemies in close combat or at a distance with bows and arrows; and Beastlords, primal fighters who are constantly joined by their animal wards which help them deal damage, and can assist their teammates with healing and support skills. Deities There are several deities in EverQuest who each have a certain area of responsibility and play a role in the backstory of the game setting. A wide array of armor and weapons are also deity-tied, making it possible for only those who worship that deity to wear/equip them. Additionally, deities determine, to some extent, where characters may and may not go without being attacked on sight by the deity's minions and devoted followers. Zones The EverQuest universe is divided into more than five hundred zones. These zones represent a wide variety of geographical features, including plains, oceans, cities, deserts, and other planes of existence. One of the most po[CENSORED]r zones in the game is the Plane of Knowledge, one of the few zones in which all races and classes can coexist harmoniously without interference. The Plane of Knowledge is also home to portals to many other zones, including portals to other planes and to the outskirts of nearly every starting city.