January 2010

Preparing for Sentinel’s Fate

Sentinel’s Fate is about a month away, give or take and I’ve started preparing for the expansion on a few characters that I think may be ‘mains’ in the future (I’m attempting to limit myself to 1 per server that I play on currently, which means 3). One thing I’ve decided to start doing is stock pile shinies. Not just stock pile, but collect as many as I possibly can (there are plenty that I’ve never completed) and get them ready to turn in when the expansion goes live. There are a lot of people who have the same mind set as me, and that also means that shinies are going to be selling VERY well for the next couple of months. They always do when a level cap increases, people are always looking for ways to gain extra experience and alternate advancement.

I’m also trying to get ready on the crafter front. That means ensuring I have enough supplies to get from 81-90 although there’s a chance I could simple do the TSO crafting quests in order to get the levels at a low cost of no fuel. Since the new level cap is going to be 90 and not 80, I’m going to be losing the 50% bonus that my characters currently receive for both crafting and adventuring, and I’ve been looking for other means of obtaining bonuses. Potions is a major one, and there are potions I’ve yet to claim, as well as rewards from LoN that I haven’t bothered with yet. There are also those recruit a friend mounts that offer a 10% adventure bonus to people in group that I plan on keeping handy, not to mention that all important vitality, and the five and six year veteran rewards that replenish that vitality once a week.

How are others preparing, if at all? Any words of wisdom to share with readers on how they can better themselves in preparation for Sentinel’s Fate? Let me know in comments below!

Did You Know?

Even after playing for over five years, there are still things I’m learning about EQ2 every day – and I love that aspect of the game. I love that things are constantly changing and evolving, and that while I do know a lot of things, I certainly don’t know everything.

Like yesterday, I learned that there’s a way to tell whether your harvesters are done collecting or not. I suppose I just had not looked at them close enough. When they’re waiting for supplies to come back, they pace and tap their foot impatiently. Once the supplies are back (or when they’re not currently assigned to harvest goods) they stand still. No more guessing whether or not the two hour time limit has gone by before you hail them and send them in search of more goods.

There are a lot of other little tidbits of information that don’t exactly come readily available to some players, a few that stick out in my mind I’ll post here. If you know of another little ‘did you know’ bit of information, then please feel free to leave it in a comment below! It’s always great to share these pearls of wisdom.

– Did you know you an assign chat channels to whatever number sequence you’d like? Making sure that the number you want to use is not taken (/channellist) you can /setchannelnumber old new (where old and new are the actual numbers) and re-assign them to your preferences.

– Did you know there are ‘new’ wizard spire options for travel? When you’re standing at a spire move to the center and look up. You’ll see a spinning vortex that (when selected) lists other shattered lands locations not previously listed. Wizards also have these locations attached to their spire spells.

– Did you know you can easily search for shinies on the broker by opening your quest journal and the broker (keeping both open) and simply clicking on a piece you’d like to search for from the journal? No more having to type out long names of collection pieces. Nice!

– Did you know that you can mentor someone in your group without them being in the same zone as you? Simply type /mentor when you’re in a group with them and it will pop up a window for you to select from.

– Did you know there are more then two ways to stop mentoring someone? You can leave the group (or they can), you can type /unmentor, or you can right click on your name on the UI (not the one in the group window, but the one in the target window) and select the unmentor option.

There are plenty of other wonderful pieces of information out there, and I love the fact that I’m still learning.

Happy gaming, no matter where you find yourself! I’ll see you in Norrath.

How did you spend your bonus xp weekend?

Both EQ and EQ2 were lucky enough to have received bonus experience this weekend, 40% was the magic number on EQ2. I decided to dive into game and take advantage of it, and I’m really glad I did. I still had high hopes of getting my inquisitor to 80 before Sentinel’s Fate comes out, but it was beginning to look like that may not happen. She had been sitting at level 72 with no plans of getting anywhere fast.

Last night I was lucky enough to get a group with another motivated bunch of Paradise Lost, and we headed to Crypt of Valdoon in Loping Plains, and then off to Mistmoore Catacombs, and then Castle. Before hand I had gained one level in Sebilis. When two hours had passed and the group was breaking up so that people could get ready for raids, my little inquisitor had reached 75. I’ve got a total of 18 hours on her, maybe 19 now because I spent the rest of my evening working on her crafting (20 sage). I was exceptionally pleased to get her to 75, that’s the magical number of shard running. She now qualifies to do the quests for TSO missions, although I’ll have to wait until 79 to grab the daily double.

That wasn’t the only area I spent my bonus experience in though, of course not. I also worked on my (2nd) alchemist and my weaponsmith, getting them each from 20 to 30 in an hour. It helps that I’ve already got max level crafters, so not only was I receiving the 40% server bonus, I had vitality (doubles the experience), and 50% bonus from max level characters, and 55% bonus from a potion or two. Ah yes, if only every day could be server bonus day!

What about everyone else? I expect that levels were probably gained pretty much everywhere in celebration of this bonus, but perhaps I’m wrong! Let me know how you spent your weekend, I’m always eager to hear!

Book of the Week – Finding the Isle of Ro

(( Every weekend I try to post at least one book from my Player-written library located on the Antonia Bayle server. I have well over 200 books written by 80 different authors, and if you’d like to donate a book please feel free to email Ellithia in game, if you’re from another server I’ll make sure to provide the book, and I pay for any that I receive. You can visit my Norrathian museum at any time, located in the North Freeport mage tower, bottom floor under the name of Ellithia. ))

Finding The Isle of Ro, The Tale of the Godking Anuk: Vol1

The Isle of Ro, Vol : I – By Rezikai

In the realm of Norrath.. there are places even our brave adventurers do not tread..

One such place is the Isle of Zek home of the last vestiages of the Rallosian Empire, or so was thought. A year after the battle with Darathar reports from the Far Seas trading company ships startedcoming in that the great sea storm in the sorthern seas had started to diminish and the great whirling storm of sand and ocean surrounding a large Isle had started to dissipate. Commerce ships were able to brave the still dangerous waters through.

News of this spread quickly through the cities of Freeport and Qeynos, a new Isle of the Shattered lands had been found! This was a desert isle, the Isle of Ro!

Our band of adventurers did as many others, and set for passage through the sand storms off the coast of the isle of Ro to find treasure and adventure. Upon landing at the Sands of Ro many of the peoples of the sands greeted them, most were decendants of the old Devrish nomads known to roam the Ro deserts in the Age of Turmoil.

The adventurers scoured the lands, finding the remnants of the old Orc Highway and then found the Clefts of Rujark, a tremendous maze of canyons and pillars of stone formed and inhabited by remnants of the Rallosian Orcs. Eventually after fighting through the the clefts they came to a grand city at the top of a set of mountains, Maj’Dul, as it was called by the Devrish people.

The Adventure took their band into the city and met and greeted the new peoples seeing them often quarrel and battle each other. As rival factions vied for control of city streets, much the same way old Teir`dal houses vie for political power before Neriak was destroyed. While there, the adventurers came across a young woman. Barely into adulthood, she was surrounded by a gang of brutes of men, Barbarians, half elves and humans.

It was then she noticed the adventures passing and she dropped a note to the ground. While quickly starring at the adventurers, before one of the thugs grabbed her forcefully and pulled her along, one of the adventurers waited a few moments for the thugs to pass and picked the note up and read it. It read that she was being held captive by these thugs, and her family is in great debt.
The adventurers confronted the thugs and came to near blows, but the thugs calling them selves the Terrorantulas, told them this was Majdul business and they were the “Barrashars”,  the trotters who come from the shattered lands, not of the Ro desert and they would hold no authority over Maj’Duls laws. The adventurers came to agree, they sensed the tension. The possibility of compromise in a new city as oppose to trying and brawl it out might be more beneficial, and offered to help.

They were told for the girls freedom they would need to steal and reclaim many old family relics the girls family hid in many of Maj’Duls shops and street markets. Only then would they let her go. Agreeing to the less then moral demands they set off, the adventurers used their rogues to help steal these items and swindle street peddlers.

One notable peddler was selling wares in the outcast district of Maj’Dul, went of the name Kantus Mor’Tael. He was quite mad, perhaps by so many days under Ro’s hot sun, but even he parted with the artifact desired by the gang of thugs. Eventually after a few close brushes with Maj’Duls enforcers called the Sha’ir, they returned to the thugs and offered them the family relics for the girl.

The Terrorantulas took the relics and started to laugh, the adventurers realized something was afoul! As they readied their blades for battle the young girl started to laugh with them, she was not a captive, she was in league with them. Infact she told them she was their leader, and now they had enough wares and artifacts to repay her families debt, and to keep her band of thuggs in her services.

The Adventurers were left second guessing themsleves. This was a more complicated place then the battles Darathar, when they knew their enemy, this would be a land of deceit and treachery. They did however come across something odd, when “acquiring” the family goods. The odd peddler Mor’Tael offered them a strange skull, chanting old rhymes about its magics and properties, but to the adventurers the skull did nothing more then give them a few laughs and never so much as moved. But it seemed to vibrate in our old adventurers hands, he thought perhaps it was usefull. They preformed a few tasks for the peddler and he was to tell them odd things speaking in riddles and rhymes. He said search for the peacock to undo the dark cloud rising from the sands.

The adventurers took the crazed old man’s words as foolishness but his offer if nothing but mad talk was intriguing and anything to forget the previous few days dissapointing jobs for the pretty girl that had them doing her dirty work for her was welcome.

Scouring the city, the adventurers came to a “club” of sorts, it was a religous sect of followers that followed an ancient unknown god of healing. This Peacock Club, was more a small religious hideaway then a lounge.

The leader of the club Peacock Lord Wad’dah Haz’Iz was very upset at the stealing of many of the cities better known artifacts, that our adventurers knew nothing about “ahem”, nothing about them being stolen at all. It seems some of the items were sacred to their cause, the worship of this grand healer of old.

Her name was forbidden the adventurers were told as the goddess of healing she was ousted from the Pantheon, and tossed into the Void for her arrogance. They worshipped her as the true god of healing,  not the prime healer Rodcet Nife. The adventurers asked if they could in any way help regain the artifacts (as they were accidently used for the theft) and the club leader agreed to their help.

The trail eventually lead the adventuers around Majdul courts and rooftops, fending off Devrish thieves and vandals avoiding opposing court gaurds.They returned to the club with information on leads to an artifact, the skull they had been looking for. When they returned to the club they were expecting a warm welcome from the Peacock members for returning the artifacts. What they found was the door slightly ajar, and the inside was decimated.

To be continued…

How important are your Guild Hall Amenities?

EQ2 guild halls are wonderful things. Not only do they provide your guild with a central gathering place, but they come with a lot of perks that are based on guild levels. Each five levels you’re granted either two or three amenity slots, and then you can select your chosen amenity from a huge list of options in the guild hall window (which is at the door of your hall). My guild is still fairly small, we bounce around from game to game and we’re rarely online these days – which is explained ahead of time to anyone who joins. When we ARE all around, it’s really nice. I like to make sure that the amenities are updated and that guild hall rent is still paid, and we’re still leveling – although very slow at the moment. I expect this to change once Sentinel’s Fate comes out in February.

We have 15 amenity currently, ranging from the very basic (broker, banker, merchant) to some that are purely cosmetic (the mannequin npcs can all be dressed in outfits of our choosing). I love the number of options we have, and the fact that no guild hall is exactly like any other – especially since we all decorate them to our specific unique desires. Being able to decorate an entire guild hall is a wonderful thing, you can put your guild triumphs on display via guild trophies, and even if you’re a roleplay guild, you can put book collections on display, and build elaborate taverns, or anything else your heart desires.

I like that guild halls can cater to any type of player. If you’re a crafter there are craft related amenity. If you’re a raider, there are raid related. If you’re a roleplayer, there are rp related (npcs who can sell drinks etc). It doesn’t matter how you choose to spend your time in EQ2, if you’ve got a guild hall, you’re in good company.

Of course they also come with an expense, in time, money, and status. It takes time to level a guild to the 30+ that’s required to purchase a hall. It takes plat to purchase amenity, as well as keep the upkeep paid. It also costs status as a weekly cost for amenity and the hall (though there is no status cost to purchase a hall initially).

What are some of your favorite EQ2 guild hall amenity? What could you simply not live without? One of my favorites would have to be the druid porters. Being able to port around Norrath from the comforts of my hall (especially when the recall to guild button is up every 15 minutes) is something that I REALLY miss if I’m on an alt outside of guild. Using the bells within the hall to travel to Shattered Lands destinations is another amenity that I just hate being without.

How about everyone else?

Nomadic Gamer