VG

Where to go from here..

Level 23, Satia staring at.. well.. what IS that?

My blood mage finally hit 23 last night, and I’ve got another small complaint (of course I do!) about Vanguard, but it’s something a lot of people probably like about the game. There’s no real indication of where you should go to leve. Especially coming from other continents. So while I finished almost all of the quests between Misthaven’s Crossing and Stormwynd and Ulla’s Tower and that general area, I have no idea where to head to next, the quests don’t send me anywhere else. I’ve done the vampire slayer quests and if I continue randomly to the next marked outpost on my map, the area is crawling with level 27-28-29 mobs, which are a little bit out of my league right now.

Moving to another continent provides me with the same issue, no idea where I should be. So I’ve been using the /who all command to figure out where a good area may be to level up. /Who all 19 25 for example. The majority of people were in the areas that I’d already been to. Small wonder. Then there’s the groups who are constantly working on the Infineum chain, those who are working on the Tsang weapons, there’s the Hilsbury Manor area, and numerous other dungeon type places. This game really is centered around having a static group (or at least a bunch of willing people to group with) so if you’re used to solo’ing (like I am) after the 14-15 level range, you’ll find it difficult to get much accomplished. Now, that’s not always a bad thing, this is an MMO after all, why play it just to spend time alone. But anything that requires a group also typically takes a lot of time to finish as well. So if you don’t quite have the hours of game play you need, or are simply in one of those moods where you’d rather be alone, then the game at times could seem a little stale for you.

I did splurge and finally buy myself a blue dress (in skill range, not in colour) last night, the green one was looking a little rough around the edges. I also found a neck piece upgrade, and a new belt, and new gloves. It’s interesting playing a blood mage, I typically try to balance out my + spell damage focus gear, with my + healing focus gear. It’s typically better for me to have + healing on, because when I’m in my dps stance, my spells already do 25% more, add some sizeable heals to that, and I’m pretty set. I can’t typically play in DPS mode in a group though. Every 5 seconds my health drops by 5% to give me blood points. It means I’m constantly healing not only myself, but whomever is tanking (or ganking). Though I can siphon health away from mobs quite nicely, it still means I’m using power to heal two people instead of just one, and with only one group heal that requires a lot of power to cast, it’s not exactly the best way to conserve energy.

Also got to uh, level 6 outfitter. Yes, I know, slacking big time. But I was an outfitter, then switched to artificer, then switched back to outfitter. With the double exp weekend in, I haven’t crafted hardly at all. Plus we all know how much of a grind crafting is (in pretty much every MMO I know, except WoW where it’s as easy as clicking one button for instant no-fail combines so long as you have the required materials). Hoping to work that a little bit more, and perhaps find my way to 24. We’ll see how it goes.

Strange things are Afoot

Hey Rasko, no time to dance with the ladies, back to the quest!

Yesterday was quite a day. My blood mage hit level 22, the double kill exp weekend seems to be living up to its name, people everywhere. At least where I was. Even the crafters pulled themselves away from the tables long enough to see some sunshine. While there’s no double exp for quest turn ins, if you find quests that require killing and not just a whole lot of running around, the experience is quite nice. Especially if you’re in a group like I was for the better portion of the day (even with all the corpse runs.. oh my goodness, while the corpse runs bring back some pretty awsome memories of EQ1, consenting monks to drag / feign death their way into safer ground, it’s… just.. painful some times).

So how did I spend my day, besides hunting down various group members corpses?

Working on the infineum cloak quest, strange things are afoot. You’ve probably seen one or two people wearing it, it’s dark grey with a white stripe along the edges (I think, I’m tired now so maybe I don’t remember it properly). You can get the quest starting at level 19, but it’s a difficult one. Unless you have a bunch of very nice higher level people to help you out, I’d say wait until 23-24 before attempting it.

Name: Strange Things Are Afoot

Location: Coterie Infineum Sanctuary, Donovan’s Roost

Quest NPC: Scholar Donovan (( A little gnome, standing on the upper portion of Donovan’s Roost, which is South West of Khal — he will NOT have a quest icon over his head, but if you hail him and talk to him a little bit, his text will eventually offer you the quest ))

Required Level to Start: 19

Go north once you’ve hit the entrance of the mines, you will see some golem rock mobs in the mines. You need to find the wanderer named Warden Pondar, the quest gives you the general location, hail him to get the next update in the quest.The Warden will tell you to find a slave. The slave is hidden behind a crystal outcrop near the mine’s entrance. Follow the right wall to the first crop of crystals. The slave gives you another quest called “Helping a Runaway slave”. You must kill a captain and get the key to unlock the slaves girdle.

Continue the wall you and you will move through a crystal maze that takes you to a camp up on a hill. Captain Fubared is at the back of the camp. You can go around the camp to the pavilion and kill the mobs there and inside the tent. If you fail, be sure to wait for respawns, or else they’ll spawn as you’re fighting the captain (and his spawned adds, more about that in a minute).

Take the key to the slave and update your quest to find the mob Infineum Thrall near that area. You have to kill them and loot the pick axes. After you have all the pick axes you have to harvest 5 rock nodes. They’re semi rare in the same area, they’ll have a ! indicating you can harvest them. Return the quest to Donovan, who’ll in turn reward you with the cloak.

Tricks of the Trade

The Captain fight is the first fight I’ve encountered that required a strategy to succeed. There are numerous ways to killing him. The method a majority of groups on the server use is the following:Bring two groups into the tent (once it’s cleared) and wait for the Captain to spawn. He will be non-aggressive. Have someone with the quest hail him, and he will turn and attack. Have the group SLOWLY DPS him down to 80% (He is a four dot by the way), he will spawn TWO Three-dot (they used to be four dot, be happy) adds, one will be a healer. Have the SECOND group, take care of these adds, as well as everyone from the first group, EXCEPT the main tank and one dps, who stays on the Captain. Once the two adds are dead (kill the healer first, and have a bard or other crowd control person handle the add until people can get to it) turn back to the Captain. Kill him to 60%, he’ll spawn more adds. Rinse and repeat. He spawns adds every 20%, and they have to be killed (while he gets killed, slowly, or else you’ll be swamped with adds). Be sure those healers get taken down first, or else they’ll heal him. The good part to that is at least he won’t spawn adds if he was already below 20% and he heals to 60%, so long as he already spawned the ones at 20%.

The issue with this method, is that every 20% he resets into non-aggressive mode, so he turns yellow. If the second group out dps’s you at those moments, or aoe’s in any way, they can (easily, and by mistake) KS (Kill steal) your Captain, and you can end up getting them the update, instead of yourselves. I should know, this happened yesterday for four separate groups who happened to be wandering through working on their quests. Two of them were kind enough to stay and try to help us complete our quests once they’d gotten their updates. So 6 hours later, we finally got ours. The group consisted of a 23 paladin, a 21 bard, a 22 monk, a 23 shaman, myself as the 22 blood mage.. and another class that I forget.. perhaps a dreadknight of some sort. I’d suggest you make friends with a psionicist. Those people are awsome. The power regen buffs they have is just, very very nice and probably saved my butt more times then I could count, especially in the beginning of the quest when I was the only healer.

If you’re going to one group it, be decked out in the best gear, and bring two tanks, two healers, and one CC plus one pure DPS. Be a few levels higher (23-24) and you should be able to accomplish it, or bring some higher level friends with you to run you through it. I know Stormhaven is one guild that brings their guild mates through it quite frequently, to help them out (those who have done it already).

The infineum quest chain involves more then just this cloak, there is also a ring apparently. Not sure if I’m so keen on doing all that over (again) and probably harder, but we’ll see how it goes. It certainly made for an interesting day.

Crafting and Diplomacy

Chi Sau Lotusfield, located in a building next to the harvesting trainer

Ok. Not sure what’s up but I’ve tried to write this article three times now to no avail. So here’s try number four. I did diplomacy. I finally beat the above npc and it was annoying as hell. It took me forever to figure out the key to beating him, but once I did it was so refreshing to have that quest completed. I hate the way the quest journal can not be organized by area, or level, or anything for that matter. How do I remember if one quest was gotten in Tanvu vs. another quest gotten in a random outpost on the way to Khal. Really wish they’d fix that. Picked up the infineum cloak quest with Rasklnikov, hopefully we can work on that some this weekend. Would be nice to be wearing a cloak. Think of it like a heritage quest from Eq2.

Switched my crafting around (again). For once I don’t care about housing, or furniture, so there was no desire to remain as an artificer. I switched for outfitting, since a majority of my characters wear cloth (or medium) and bags are never a bad thing. I hate spending money on gear, I’m always fairly broke. I’ll figure out how to make money later.

The bane of my exhistance, frenzied dreadwing venom, finally, FINALLY completed yesterday, I needed 10 of the things, for Ulla, NW of her tower. Only one or two ever seem to spawn though, and with others hunting for them, yeah. Not a fun quest. It took me about four hours to complete that one portion I think.

I’d post longer, as I had that nice long post already typed out I’m feeling cranky so I think I’ll just leave it at that for now. Happy hunting, with double exp (adventure / kill only) this weekend, it’ll be interesting to see how populated it is in game.

Bugs.. bugs.. and more bugs..

That’s my templar Dasie to the right.. but what’s wrong with that cloak on the left?!

So Vanguard is not the only game with bugs, seems like EQ2 was hit with one (or two, or three) when they installed the latest patch as well. I noticed as I hung around the broker in NQ that some people’s cloaks have taken on some interesting characteristics. For example in the screen shot here.. the cloak is side ways, and in front of the persons face. Behind me was another cloak, floating directly beside (and side ways) its wearer. Cloaks are rebelling! Watch out!

Vanguard has been especially annoying with their latest set of bugs, people who have been playing will know it well as the appearance bug. The one where you can log in 20 times and each time you look like someone new. Saving and loading a new character template does not fix it. So once my character looked some what similar to my original, I decided to just play like that. Also noticed that in diplomacy, when I switched gear around to get +25 with the nobles for a quest, it didn’t acknowledge the new gear. I logged out and back in and the gear showed up finally. It was reading 3 when it should have been 24. Grumbles.

Still debating with myself on which game to play and which one to get rid of. While Vanguard is “beta in a box”, it’s also new and fresh. My server is thriving (for how long, I’ve no idea). There’s plenty of “spheres” to work on. EQ2’s population may be lacking, but there’s a bunch of new quests. A very small population which is my issue. Three high level characters that I worked very hard on, and some crafters I wouldn’t mind working up. Is it worth it though? I’m really not sure. I’m reluctant to consider paying the $29.99, I could have TWO Eq2 accounts with 12 character slots for that rate, and just box. Sorry to drone on about a topic that everyone else is also commenting on, but it’s a hefty decision. I’ve got a month at least.

So in EQ2 I worked on my tailor. Got her to level 30. Farmed for her with my 70 fury, got some (useless) loam rares, and a root (wuwu!) chattered with one of my good friends on Najena and heard all about her boxing adventures with her husband. It was nice to catch up. On Vanguard, I did diplomacy. How do people get special bags to carry around all of their hearsay and evidence etc? I really need one. By the end of the evening I’d moved to 67 diplomacy (I think.. maybe I’m lower I can’t quite remember) and picked up a few copper in items, turned in a few hearsay items for some gear and sold some of the lower / older stuff. Banks need to be separated per sphere I think. I have my bank currently filled with crafting materials, harvested goods and powders from mobs, from T1-T2. Then I also have all this extra gear now from diplomacy, which takes up a good portion of my 10-slot bags, so I stash it in the bank when I’m not working diplomacy. Then there’s the crafting gear besides all those supplies I have. I can quickly see this becoming an issue. Blood mages got an invis spell, I’m liking that a lot. I also figured out how to extract the twitching muscle I needed in order to make the damage shield symbiotic piece – mob has to be affected by my root spell before I extract. The type of affliction on the mob will determine the sort of body part I get. Makes sense if you’re a blood mage, trust me. Still only level 20, and not planning on leveling any time soon, but it’s been fun to explore the other spheres. Splitting my time between EQ2 and VG hasn’t been that difficult. I just feel like there’s nothing really to do in EQ2, even with the new epic line in, and unrest, and the new L&L’s scattered around.

Vanguard Patch Notes


Vanguard Build 1758a Patch Notes 2/28/2007

GAMEPLAY NOTES
– When you recover your tombstone after a death, instead of the returned experience bringing you to a total no higher than where you died at, you will now receive the full amount of experience stored on the tombstone, even if you’ve already done some adventuring since you died.
– Adventuring kill experience rates have been moderately increased across the board.  Experience rates for challenge level 4+ NPCs have had an additional increase on top of the global increase.
– The temporary teleporters will now teleport you to anywhere the public ships will go.  You no longer have to teleport through Ca’ial Brael first.
– Maps – The following locations have been added to the in game map:
Recondite Threshold in Southeastern Thestra
Strandan Port in Northeastern Thestra
Highlands Landing in Western Qalia
– NPCS – Ranged attack using NPCs will now display their animations correctly. Additionally, NPC ranged attacks will now be considered melee attacks instead of spells.
– Player Housing – Adjusted player home and guild hall purchase prices and upkeep costs.  If you have already purchased a plot that is affected by this change, your upkeep cost will be adjusted in an upcoming patch.
– Racial Abilities – Raki racial ability: Planar Shift has been adjusted. It now does as the description says, mitigating 50% of *only* spell damage for the duration of the effect.
– Spells – Recasting invisibility after it has begun to fade should now be successful.
– A new boat master has been placed in Khal that will send players to the following destinations in Qalia:
Ahgram (Minimum Level 15)
Upside Defense Garrison (Minimum Level 15)
Strandan Port (Minimum Level 30)
– Additionally, a boat master has been added to each of the above locations that will send players back to Khal as well.

ADVENTURING NOTES
– General Combat – Removed unintended sympathetic combinations from the game.
– Bard – Asilam’s Disenchanting Cry II and III have been added to trainers.
– Bard – Added the following abilities to bard trainers: Energizing Embellishment, Cirel’s Counterpoint of Clarity, Illestine’s Epic Substitution, and Asilam’s Dirge of the Mariner. These abilities were unintentionally left off.
– Blood Mage – Ritual of Awakening now lasts for 5 minutes, instead of 2 minutes.
– Blood Mage – Strip Enchantment II, III, and IV have been added to trainers.
– Blood Mage – Strip Enchantment has increased in effectiveness.
– Blood Mage – Quickening Symbiote now requires a quickening symbiote to cast instead of a renewing one.
– Blood Mage – Conducive Symbiote is now removed when another symbiote is cast over it.
– Blood Mage – Quickening Jolt no longer requires a symbiote to cast.
– Blood Mage – You now have to stay in your forms for at least 2 seconds before you can switch out of it.
– Blood Mage – Removed incorrect text on Focus of Gelenia and Sanguine Focus. Both were claiming to produce effects over time which were not actually occurring.
– Blood Mage – Despoil should now display its animation properly.
– Blood Mage – Severing Ritual has gotten a face lift. It now has a damage over time component and costs only 3 blood union.
– Blood Mage – New ability line Translucence has been added to the blood mage at level 10.
– Blood Mage – The Severing Ritual ability line has had its particle effects adjusted.
– Blood Mage – Blood Feast is now group and lasts 15 minutes.
– Cleric – Aegis of Blades IV will now buff the cleric as intended. Further, it will display damage correctly.
– Dread Knight – Despoil has increased in effectiveness.
– Dread Knight – Despoil II and III have been added to trainers.
– Druid – Okeli’s Shield should no longer be on trainers twice.
– Druid – Sageberries have significantly increased in potency.
– Druid – Added Sageberries II, III, and IV to trainers.
– Druid – Hibernate will now only work on Creatures and Fey as intended.
– Monk – North Wind Breaks the Trunk II is now level 50.
– Necromancer – Sundering Fist grafts now attach the proper ability to your abomination – this increased the damage of these fists
– Paladin – Stalwart Soul is now obtained at level 10.
– Psionicist – Time Trick is now arcane rather than mental.
– Psionicist – Temporal Shift now slows the target’s melee attack rate.
– Psionicist – Psionicists should now be able to max all of their perception skills as intended.
– Rogue – Added Fade to trainers at level 26
– Rogue – Added Deter to trainers at level 12
– Rogue – Added Trick Attack to trainers at level 22
– Rogue – Added Fatal Stroke to trainers at level 30
– Rogue – Added Eviscerate to trainers at level 44
– Rogue – Added Smoke Trick to trainers at level 18
– Rogue – Keen Eye now increases critical hit chance by 8%, up from 2%
– Rogue – Increased the energy cost of Keen Eye
– Rogue – All versions of Knee Break now show an icon when applied to your target.
– Rogue – All version of Knee Break require the kick skill.  This will mean that all rogues with low kick skill (*cough* all of them *cough*) may not be able to hit with this skill until their skill values are raised.
– Rogue – Added Vital Strikes to trainers starting at level 34
– Rogue – Reduced the refresh timer of Elusive Mark to 5 minutes, down from 10
– Rogue – Opponents who are confused by your Feint ability are much more susceptible to attacks like backstab.  Experiment to see what we mean.
– Shaman – Purge I through IV have all increased in effectiveness.
– Shaman – Purge V has been replaced by Wardship of Krigus.
– Sorcerer – Disenchant has increased in effectiveness.
– Sorcerer – Disenchant II, III, and IV have been added to trainers.
– Warrior – Leap Attack is no longer a valid ability.
– Warrior – Killing Blow III is now obtainable at level 50 as intended.

CRAFTING NOTES
– Focus items have been adjusted statwise. Any focus item that had only focus added to it has had its allocation spread to include an attribute mod as well. This change was made to resolve a problem resulting in crafted focus items giving more focus bonus then intended.
– Crafted quiver recipes are now a part of the work order reward tables starting at level 11. Like other recipes these have a chance of giving a better reward when maxing out at grade A.
– Switching trades now requires more confirmations.
– Changing specializations now requires more confirmations.
– Initiate and Journeyman level cornerstones now require fewer resources.
– Fixed bug that caused some higher rarity tools to not be recognized (blame deconstruction)
– Rune of blocking and rune of mitigation have been rebalanced
– Stiff Leather Armor Upgrade recipe now gives proper rewards.
– You no longer receive utility coin for finishing the tutorial.
– You now receive a small amount of coin for completing the “Learning Recipes” quest.
– An issue with the artificer “Business Partner” quest recipe has been fixed.
– The crafting outpost near the Kerash Wall has been removed.
– Weskan Tahl has moved to help Southwatch.
– Fixed isse that was causing max A decon tables to return no dusts for artificer
– Gregan is no longer interested in pewter statues. He wants something else instead.
– Many crafted tools and pieces of equipment have had appearance/icon updates.
– Some incorrectly priced crafting equipment has been fixed.
– Dien Hatelt now actually teaches outfitter recipes.
– Social clothing belts should now show up properly.
– Starting crafting equipment has been updated.
– Finally found and fixed issue causing some bags to say you do not have enough inventory space
– Etching Knives have been renamed to Engraver
– Crafted cloaks should now have a graphic when equipped
– Gift of Might should now proc on hit instead of spell case when put on heavy armor
– Fixed bug causing items below level ten to be deconstructable. This was resulting in empty parts.
– The blacksmith journeyman tier quest refining recipe now produces ingots.
– Martok blacksmiths now actually have to turn in their assembled hammer to Gratosha before getting one back.
– A few typographical errors and incorrect name references in a some of the crafting novice quests have been corrected.
– The Pankor Zhi initiate quest items are all now located just outside of Pankor Zhi itself.
– The initiate quest now always requires 3 items, no matter what continent you are on.
– Some assembly stations at outposts were not functioning properly. These have been fixed.
– Complications and Quality recipe of the tutorial has had its total action points reduced.
– Fixed an issue that was causing some bows and crossbows to fail during upgrading.
– Fanatic’s Spear of Combustion and similar items now show the proper stats.
– Skipping the crafting tutorial no longer gives you any items.
– You can now deconstruct diplomacy clothing, jewelry, and held items
– The quest “The Swordsmith’s Apprentice” now only requires one nickel ore.
– Social clothing has had some name/color corrections.
– Added more compelling crafting complication complexity
– Crafted arrows max stack size has been doubled
– Ammo recipes rewards per grade have been doubled
Grade D: 40
Grade C: 60
Grade B: 80
Grade A: 100
Grade A+: 200
– Harvesting – The chance of receiving rare rewards while harvesting has been increased.

DIPLOMACY NOTES
– Diplomacy skill progression altered to be a bit easier to gain skill points above skill 39 and below skill 470. For instance, at skill 50 it takes approximately 5 completed parleys against a skill 50 opponent to gain a skill point – it will now take approximately 4.5 completed parleys. You may experience a gain in skill points as a result of this change.
– Sa’id Modabi will now parley in the “Clear Evidence” quest.
– Some NPC decks have been adjusted slightly. Should be slightly easier for lower levels, possibly more difficult for mid skill levels.
– A number of quests are now available that only require 12 presence in their parleys.
– The Ethanol Potion Vendor “Mixmaster Macken” now offers a small selection of beverages. He would like to draw your attention to the research potion “Macken’s Wisdom” which may provide a permanent Diplomatic benefit, or a disastrous result.
– Craeyn Summerglow, the wood elf Civic Diplomacy trainer, no longer thinks she is a citizen of Tursh and will no longer flip out like a ninja to those who are friendly with the wood elves.
– Jade Soulfire Teardrop now has no special requirements to equip.
– All tier 1 Diplomacy earrings have increased Presence – example, a 1 Presence Earring is now worth 6 Presence.
– All tier 2 Diplomacy earrings have increased Presence – example, a 5 Presence Earring is now worth 16 Presence.
– All tier 1 Diplomacy footwear has increased Presence – example, a 5 Presence Boot is now worth 9 Presence.
– All tier 2 Diplomacy footwear has increased Presence – example, a 15 Presence Boot is now worth 20 Presence.
– Bug with equipping Diplomacy info belt corrected.
– Bug with equipping some Diplomacy chest items corrected.
– Grammar fixes to Informants. Learn me a book!
– The Diplomacy information belt item has been moved to the Diplomacy Shoulder slot. It now has a different graphical representation in the game. This is a temporary measure until the information belt item is moved to a new slot entirely.
– Civil Diplomacy – Fixes to Leth, Tursh, Tanvu, and Ca’ail Brael Civic Diplomacy levers. More fixes coming.
– Civil Diplomacy – Power of Faith Civic Benefit now has a more clear mouseover text.
– Hathor Zhi – Fix to “Checkmate” in Dark Elf diplomacy line.  You should now have to watch the fight in the Lecturn before completing the quest at Nalzen.
– Hathor Zhi – New 12 presence quest, “A Dying Man’s Request”, available at Hathor Zhi Outpost.
– Hathor Zhi – New 12 presence quest, “The Centurion’s Edict”, available at Hathor Zhi Outpost.
– Jalen’s Crossing – The 12 presence quest “Bring Him Home” is available in Jalen’s Crossing.
– Jalen’s Crossing – The 12 presence quest “Compiling Our History” is available in Jalen’s Crossing.
– Khal – The Khal to Service: The spawn distances of the Ksaravi have been changed so players do not automatically lose the parley for being out of range. Factions have also been changed so they are not immediately aggro to players who have not completed the parley.
– Martok – New 12 presence quest, “A Regular Stake Out”, available at Martok Docks.
– Martok – New 12 presence quest, “Increasing Fares”, available at Martok Docks.
– Mekalia – Low Constable Tiprey at Neamsog Bunker is now on Upside Alliance Faction.
– Mekalia – Gnome newbie line quest “Call The Constables” can be reacquired if you abandon it and return to the location of Niro Gavea.  This fixes players who are stuck on the line and cannot continue despite abandoning and attempting to reacquire the quest.
– New Targonor – The repeatable quest “Common Thieves” is available in the Heartsworn District of New Targonor for diplomats of at least 250 faction with House Heartsowrn to continue building faction.
– New Targonor – The repeatable quest “Intercepting Contraband” is available in the Remniol District of New Targonor for diplomats of at least 301 skill to continue building faction.
– Raia Village – The 12 presence quest “Mislead the Envoy” is available in Raia Village.
– Raia Village – New 12 presence quest, “Dropping in on Razi Kordiyeh”, available at Raia Village.
– Tahean’s Vengeance – New 12 presence quest, “Vault of ‘Heroes’”, available at Tahean’s Vengeance.
– Themnwar’s Shield – The 12 presence quest “Foul Gypsies” is available at Themnwar’s Shield.
– Three Rivers – Envoy Renna, the Voice of Kaerellun in Three Rivers, has been temporarily removed for the time being.
– Three Rivers – The 12 presence quest “The Dam” is available in Three Rivers.
– Three Rivers – Legend of Blue Boar Quest: Players must now complete the parley with Falur Veaton before they may talk to Gadin Edson or Ceemi Edson. The quest summary has also been updated to be a little more clear about quest flow completion.
– Three Rivers – Legend of Blue Boar Quest: The Barrel of Blue Boar Ale is now given to the player when they complete the parley with Falur Veaton.
– Tursh – Envoy Krista, the Voice of Kaerellun in Tursh, has been moved to the crossroads between Tursh and Three Rivers.

WORLD POPULATION NOTES

New Areas: Southwatch and Spire’s Keep

Before the erection of New Targonor there existed another castle of massive proportions from which the kings of Targonor ruled. When the undead armies swept through the Thestran lands, engulfing everything in their path, the castle of Old Targonor fell to the army of bone. Since those times, the undead army continues to amass its forces in the lands surrounding the once great castle. The only thing keeping the undead at bay are the dwarves of Bordinar’s Cleft, humans of Tursh, halflings of Rindol Field, and the high elves of Leth Nurae joining forces to create massive bulwarks between the tainted lands and Southwatch, a once peaceful community ruled by Lord Hugo Heartsworn.  Citizens from all parts of Thestra have congregated in Heartsworn’s land to assist in the war effort, but their resources are dwindling, soldiers are perishing, and vagabonds have realized the opportunity to profit in the chaos. Lord Hugo Heartsworn, residents of Southwatch, and all of those living on the continent of Thestra need the assistance of adventurers to ensure that the undead army will never break through the bulwarks and wash over the continent. Southwatch is intended for solo adventurers and small groups level 30 through 35.

– Cragwind Ridge – Spawn timers have been adjusted on all overland named mobs in Cragwind Ridge for the better.
– Cragwind Ridge – Overland population density has been lightened up a bit.
– Cragwind Ridge – The named in the Shrine events in Cragwind Ridge have been itemized.
– Cragwind Ridge – Cragwind Ridge Shrine event named have been itemized
– Cragwind Ridge – Lord Bamf Kya now only walks the night and will despawn at dawn as originally intended.
– Coldbay Cottage – Added adventuring drops to Madman Prin in Coldbay Cottage.
– Dazar – Dazar, the Cavern of Reflection, has received significant tuning and polish.
– Fallen Grove – Fallen Cove has been itemized and populated
– Marsh of Peril – Rumors of Thorian Glowban’s recent discovery regarding legendary artifacts have been circulating the Celestine Ward, it would appear that the Marsh of Peril has not yet offered up all of its secrets.
– Mekalia – Felgar Dovasig at the Upside Defense Garrison now offers item repairs.
– Quests – Fix to “By Night”.  This should solve the issue with the Large Stalking Wolf not spawning as intended, and allow players to continue the quest.
– Quests – Morfare Council Quest: Page 5 of the Book of Morfare will now actually drop when the correct NPC is killed.
– Quests – Resource Denial: You can now obtain the proper amount of food to complete the quest.
– Quests – The experience reward has been reduced for the quest “Task For Renton Keep: A Watchful Eye”
– Quests – The quest “Terranynth Residue” in the Jharru area now gives the locations of several terranynth camps. The terranyths will also yield residue slightly more often.
– Quests – Strange Things are Afoot – Directions augmented, Warder Pondar should be easier to find.
– Quests – Strange Things are Afoot – The quest should complete in the normal way now, without requiring you to say “Hail” to the NPC.
– Quests – Strange Things are Afoot – Travel journal entry added for Runaway Xacharia
– Quests – Help the Runaway – Captain Fubared’s guards have been reduced from 4 dots to 3 dots.
– Quests – Collecting Ore for Donovan – The pickaxe has been changed from No Trade to Quest
– Quests – Infineum Immunity – Respawn time on the book has been reduced from 10 minutes to 2 minutes.
– Quests – Infineum Immunity – Travel Journal Entry added for the location of the book.
– Quests – Infineum Immunity – The quest objective can now be attained by reading the book, as opposed to answering the book’s questions.
– Quests -  The Ordo Jakala event has been made much easier.
– Quests – The Captain event for the Infineum quest line has been tweaked yet again
– River Palace – The safe point/evac location in the River Palace has been moved slightly.  Players should no longer get stuck inside the altar.
– Skawlra Rock – Leddo Savobar of Camp Skawlra on Skawlra Rock now functions as an item repair merchant and general goods vendor.
– Skawlra Rock – Many of the quest rewards from Skawlra Rock have been fixed to grant the proper amount of statistics.
– Tar Janashir – The starspark trade has begun! Players in and around Tar Janashir can now begin acquiring and learning about starspark salt. Start by finding and speaking with Ava Diba in Starspark Hall.
– Tar Janashir – The starspark trade continues with Kaaras Sejeh at Starspark Hall in Tar Janashir. She now has a quest line available that’s appropriate for level 36 to 40 players.
– Tawar Galan – The place you teleport in to Tawar Galan as been moved off the dock.  This should resolve the problem some people have with falling into the water.
– Thelaseen Dungeon – The rare mementos in Thelaseen have had their maximum duration significantly reduced.
– Thelaseen Dungeon – True Blood Caretakers have had their level lowered to match the other NPCs in their section of the dungeon.
– Thelaseen Dungeon – Lower rarity mementoes will now have a slightly lowered drop rate from chests.
– Thelaseen Dungeon – Several of the named within Thelaseen have been adjusted and now have more powerful abilities.
– Thelaseen Dungeon – The Terulean Broodlord is now immune to many things it was previously not immune to and will no longer flee.
– Thelaseen Dungeon – The brood prince and terulean broodlord now run much faster.
– Trengal Keep – New quest added in Trengal Keep: “Karujin’s Rewakening.” Players who currently have the Binding Ring of Karujin, or who complete the Crux series from now on, will qualify for this repeatable quest. It yields another Binding Ring of Karujin, so you can summon Karujin repeatedly without having to leave Trengal Keep… though not without some effort.
– Tursh – The guards in Tursh will now give correct directions to the general goods vendor.
– Tursh – Moved some NPCs around Central Tursh to improve framerate.
– Tursh – Moved Thestran Market Broker in Tursh to the front porch of the Barley Harvest Inn.
– Veskal’s Exchange – Adventuring trainers for all classes have been added to Veskal’s Exchange
– Wardship of the Sleeping Moon – Players with maximum Celestine Ward faction can now take a quest for an ultra-rare item from Thorian Glowban at the Wardship of the Sleeping Moon.
– Zaraj Arena – Arena enforcers in the Zaraj arena are no longer attackable.
– Zaraj Arena – The platinum event in Zaraj Arena now yields 60 coins instead of 90.
– Zaraj Arena – Arena Enforcers can no longer be attacked.

Items:
– Infineum Plates Greaves will now show up as an assembly recipe for those of sufficient skill.
– The wording on the Binding Ring of Karujin has been clarified.
– High-end weapons are in the process of being retuned with raiding in mind and may have skewed statistics until the next patch.  For the very few that have these, please remain calm and patient.
– Sets of Kojani Superior Protector’s, Oracle’s, Brute’s and Wayfarer’s heavy armor should now have a visible appearance
– Armor specifically tailored to heavy users has had +dodge removed and reallocated on it
– Players can no longer repeatedly loot Krenkel’s tooth.
– Heroic loot off of Nishek is now soulbound and has had it’s stats tweaked
– Zaraj Potions now have a 60 second refresh timer.
– The enchanted amulet that allows access to the depths of Dargun’s Tomb is now soulbound.
– The following quest rewards are now properly marked as Soulbound:
Carmella’s Longbow, Carmella’s Heavy Crossbow, Carmella’s Deflection, Carmella’s Wall, Celestine Helm, Celestine Crown, Celestine Cap, Celestine Skullcap, Delthia’s Earring of Divinity, Delthia’s Earring of Force, Delthia’s Earring of Regeneration, Delthia’s Earring of the Keen Eye, Ice Drake Scale Ring of Accuracy, Ice Drake Scale Ring of Divinity, Ice Drake Scale Ring of Health, Ice Drake Scale Ring of Power, Thestran Watch Shield, Watch Drum, Thestran Watch Pendant

Nomadic Gamer