(N)EverQuest Scrolls

Author Archive

Tutorial and early levels guide – notes

by on Dec.22, 2006, under Hints & Tips, Leveling

This is mainly aimed at newer players, but should work for experienced players who want to run through the early quests and tasks efficiently. Tasks usually give only trivial experience, but the rewards can be useful. If you are intending to powerlevel and twink extensively, then this isn’t for you.

Tutorial – Mines of Gloomingdeep

You start in the tutorial zone, Mines of Gloomingdeep. You have to run through the initial quest with Arias (Jail Break!) and the jailer to enter the main mines zone. That will put you at level 2. Take the Arias: Basic Training quest, and run through it to get the Kobold Skull charm. Take Arias: Rally with Rahtiz.

There are some remnants of the old tutorial zone still around without much purpose – these are the tradeskills and swimming quest NPCs, Frizznik and Pozik. Pozzik will give you a low AC mask, and his lost sword may also be a minor upgrade. Frizznik’s baking is superceded by skill-up quests in Crescent Reach, but gives some very minor stat food. One probable bug: Rahtan used to refer melee characters to another NPC to get their level 1 tomes, but this no longer happens – they will have to buy them in PoK/Crescent Reach.

Start with the rats and bats and spiders quests: Rahtiz: Clearing the Vermin Nests (stitched burlap leggings), Rebellion Reloaded (?); and Vyrinn: Spider Caves, Spider Tamer Gugan. You should be able to clear all of these in 20-40 minutes, and be level 4/5. This leaves just the Arachnidia quest to kill Queen Gloomfang, who is level 7. Stepping out to run the Plane of Knowledge quests at this point may be the best plan (see below). Back in the mines…

Move on to Guards Hobart and Maddoc. Hobart: Battle of Gloomingdeep; Maddoc: Kobold Leadership. Find Zajeer and Kaikachi while killing grunts and warriors. Zajeer: Scouting Gloomingdeep, Sabotage; Kaikachi: Goblin Treachery, Busted Locks. Use the scouting task to get to the fort to execute Sabotage; the supplies crate is to the left as you enter; you will have to kill or pass 2 or 3 captains to do this. Come back to Zajeer and kill goblin slaves on the way. The locksmith is nearby, up the passage to the north. If you still need slaves and slave wardens, go into the pit – Rockfynn is along one of the side passages, and is level 7 (or 6).

While you are in the kobold area, open the barrels – some will gives you free small bags.

Go back and kill Queen Gloomfang if you haven’t already. Reward is a few celestial healing potions.

After this activity the only three quests remaining should be: Hobart: Freedom’s Stand; and Maddoc: Pit Fiend. You can only get the latter after completing the Battle quest (may be level limited?), which also gives you some Gloom leggings. The final quest is Flutterwing’s Dilemma from the main camp.

At this point I would switch to Crescent Reach, although it is certainly possible to spend all your time in one or the other. The value of Gloomingdeep is the charm, plus an easy way to get some very basic armor. Switching to Crescent Reach at this point lets you skip some grinding in Gloomingdeep, and pick up some much better armor. The old newbie quest armors are also better than the gloom armors, although how easy they are to obtain varies considerably with class and location (hint: all berserker quests are excessively easy).

Plane of Knowledge

There are two ways to leave the mines: through the doorway/tunnel into your home city (Crescent Reach), or by saying to Arias: “ready to leave”. This takes you to the Plane of Knowledge. I would recommend the latter for some quick quest experience; take Arias’s advice, and go to find Vivian the True, at the entrance to the Library. Her several small quests give significant exp at low levels. To get to Crescent Reach, go back into the tutorial from your character select screen.

Crescent Reach

In Crescent Reach, pick up Tinnvin: Welcome to Crescent Reach; from Dakkan: Ways of Nature, Snake Sacs, Diseased Spiders. These are only worth taking if you will gain experience from the kills, which means around level 5 or lower. Fathus: Getting To Know You, which sends you running around. Only take one of the council member quests, unless you need faction (or the 1pp per quest reward): Prove Your Worth. Drakkin’s need take the quest for their dragon only; it may be worth other races doing all of the council quests to improve faction, but I have seen no evidence that this will be required (so far). Heshyrr: Heshyrr’s Wisdom. The runes for this are in the far SW of the dragon grove, and on the stones, just NE of the entrance/exit.

Back in the city: Champion Utenka: Ways of Combat; Guard Captain Minka: Love in the Air (reward necklace); Disgruntled Boawb (belt); Reakash: Reakash’s Revenge (mask). These are all run around quests (apart from the previously mentioned killing quests from Dakkan).

Now take Baker Shivra: Slightly Less Than Half of a Baker’s Dozen; Jinkin: Cap of Colour. These are for the mushroom cave (the first cave). Next is Jinkin: Here, Kitty, Kitty! and Baker Shivra: Party Preparation. Both of these are for the puma caves; of course, you should take all four at once. Jinkin’s rewards are potions, Shivra’s stat food. The highest level quest from this range is: Jinkin: Thrills and Quills; the reward is a bracer.

There is one easy killing quest remaining: Vunder the Dark: A Dark Heart. Reward is a 1HB. Vunder is marked as a level 10+ quest giver.

Total time to this point for me was 5 hrs 30 mins. The next Crescent Reach quests are significantly higher level (all mobs are yellow to red). This is a good time to go back to Gloomingdeep and finish the remaining three quests. Overlord Grikan is probably the easiest of the three, and should be level 10. Slave Master Ruga is only level 9, but he spawns two guards when you attack him; if you are high enough level (10 or 11), and pull him to the side of his room, then they shouldn’t aggro on you. The final mob is Krenshin, the level 12 pit fiend. You will get a Gloom tunic as a reward for Grikan.

One tip: stay bound in Gloomingdeep for as long as you can. You can gate into Gloomingdeep (if you are a caster), or use the Tutorial button on the login screen. From there you can use the tunnel exit to reach the Dragon’s Grove in Crescent Reach, or say to Arias: “ready to leave” to enter Plane of Knowledge. this is significant, because the PoK book is a long run through a slightly higher zone away from Crescent Reach.

The next quests are all from Skinner Bezath: No Skin Off Your Back, What a Croc, Rings and Things. Alligators and bears are level 11 and up. Gnolls are higher. If you have some skinspike potions, this may be feasible, but otherwise you’ll need to grind. You can pick either the fort or jail areas in Gloomingdeep, or the puma cave in Crescent Reach.

Once you are level 10, some more quests become active in PoK; check with Vivian the True once more. She will send you to an armor quest NPC (one good, one evil), who I think will refuse to speak to people with a home in Crescent Reach. She also gives a third, neutral quest giver: Castlen Drewe: Haunted Butcherblock, this requires level 11, and the reward is a Ghostly Mantle. Castlen has several quests to give, one per level up to 15/16, and a last one at 19. The armor NPCs give out pieces of the newbie quest armor, and if you have been levelling in Crescent Reach, this isn’t likely to be an upgrade. Castlen’s quest fill out most of the non-visible slots, and are high quality.

While in this level range and passing through PoK, get the Fine Antique Ring. Find Curator Merri in one of the buildings on the good side, and get her Collecting Box (just talk to her). Then you need to combine four items in it. A cockatrice beak, a high quality cougarskin, a tiny rockhopper eye, and an undead froglok eye. You will need to buy the skin in the Bazaar (unless you are already 30ish!), so hold off on this quest until you can afford one; the alternative is a merchant diving trip to the gnomes in Iceclad to see if anyone has sold one to them. The other items can also be bought there; this will be cheaper for the beak than trying to hunt one, or buying one from a vendor. The tongue can be found from frogloks in Qeynos Catacombs near Cubert (fine if you aren’t kill on sight there or can invis), and the eye from vendors in Shar Vahl, or from rockhoppers in the pit under the city. Tongues can also often be found on vendors in many other places. This ring has the mana preservation II focus.

Also consider the mask quest (the Forgotten Pools) for spell haste II. This involves talking to the guys sitting next to the pools on the good side of PoK, and giving in a sarnak blood (Bazaar/merchants again, or a trip to the newbie yard area of LOIO). You then need to make a run into Droga, so make sure that you have a good invis – the 10pp, instant cast cloudy potions may be an option for clerics and warriors.

Leave a Comment more...

Crescent Reach newbie quests and armor: discoveries

by on Dec.03, 2006, under Hints & Tips

So far my Drakkin necro is level 10, with around 5 or 6 hours played; for comparison, that is exactly the same as for the same levels in WoW.

I could have reached level 5 easily in either Gloomingdeep, or Crescent Reach. But you really need the tutorial zone (Gloomingdeep) to get the Kobold Skull Charm; and, as a Drakkin, at level 5 you can get your breath weapon from your dragon. To do this, you should take only the quest from your matching council member; the other quests give you 1pp, but nothing else. You then get a quest to kill a rare spawn (oh, memories!) in the Hollows – which is a decent levelling area for 5-10, the other side of the town in Crescent Reach. The spider you have to kill is about level 8 and is moderately tough for the level – meaning that, untwinked you may just be able to kill her solo at the same level.

As you reach level 10, you can kill your way around the mines easily, only needing to be particularly careful for the various bosses (Ruga and his guards, etc). At that level, the higher areas in the Hollows are still too high except in a group, and the top floor of the city is a reasonable levelling area. The boss there, Charbones, drops his skull for the second breath quest.

As a necro, my choice of the black dragon wasn’t the best (his breath is disease based; fire or magic would have been better; disease works better for a shaman or beastlord).

One thing is puzzling me – I heard that there was a potion belt, to make using potioons less painful (they have to be in top level slots to click otherwise); unless that was part of the Ro expansion, which I don’t have, I can’t find it.

The various change to out of combat regen, potions, and so on aren’t all that big: unless your entire world has been Everquest, of course. You still may need to sit for a few minutes to regain full mana and hit points, even at level 10; it is just a few less minutes. Easy availability of damage shield and regen potions for newbies makes powerlevelling available to everyone, and on every server, not just where you have higher characters. That does have some compensating advantages and levels the playing field some.

2 Comments more...

Starting over in the Serpent's Spine era

by on Dec.02, 2006, under Hints & Tips

I haven’t played EQ in a couple of years (yes, since World of Warcraft was released), and I wanted to try it once again, being still quite attached to some of my characters. A lot of things have changed,and a lot of old resources have either vanished, or remained static, and thus become less relevant. I am making these notes on the low end game in case they may help others in a similar situation.

To start off, I bought an Everquest Titanium CD key from a third party (one hour delivery, very good service), then chose the digital download of The Serpent’s Spine from the Station store; these both come with 30 days play time, so I didn’t need to reactivate my account at all, just use the play time in the box. I chose to start a new Drakkan character, and follow the standard lowbie path through the tutorial (the Mines of Gloomingdeep), and the new newbie zones in Crescent Reach. So there I was, in the Mines of Gloomingdeep, after choosing a necromancer, facing Arias to follow through the tutorial quests, as so many times before. If someone following this hasn’t played Everquest at all before, or never played in Gloomingdeep, it is worth playing through – you get a reminder to the controls of EQ, some basic armor and weapon (easily beat by most things crafted or from the Bazaar), and a decent item to fit into your charm slot.

Since I last played EQ, the tutorial zone has been considerably expanded, and even Arias has been converted into the new task/quest interface. Arias implies that the ‘basic training’ tasks are optional – but they really aren’t; this sequence of tasks will give you your kobold skull charm, which is very desirable. Several of the other NPCs will offer you training tasks, but these don’t seem to be connected to experience, taks or any special rewards – although Poxtan with the swimming task will give you a kobold leather mask and you can use a second copy of his sword. In earlier versions of the tutorial, these were all part of a long chained task series.

There may be special named mobs in various rooms – Rufus, in the rats and bats room, for example. These may (or may not) have special drops. There are also various rare drops of special stat armour (like Gloomiron Bracers).

Tip: you can smash open the container (barrels, vermin nests, cocoons) – but the /open command is a lot easier and quicker.

For the tasks, start with the vermin task, then graduate to spiders and coccoon silk. Incidentally, it’s the coccoon silk task that gets you the stitched burlap shirt; all the rest of the stitched burlap set come as rewards for the spider silk hand in.

Remember to collect all the gloomingdeep silk for armor, and one each of a chunk of bronze and a chunk of iron (for Absor to give you weapon upgrades).

Once you choose to leave the tutorial, you will be given directions to the initial task givers in Crescent Reach; you should also hand in your guild note to your guildmaster (this is easy to forget, especially if you put it in your bank, like I did). I would suggest leaving the tutorial, at least temporarily, around level 5, so that you can benefit from the rewards from the 1-5 and 5-10 tasks in both the tutorial and Crescent Reach.

The tasks in Crescent Reach involves a lot of running around looking for people – I suggest using Allakhazam to help track them down, the quests by zone list is very useful for this. At the moment, I am working through all the quests I can find; so far I have started none of them that require killing, although the experience I have received has amounted to next to nothing.

Leave a Comment more...

Buying Everquest Titanium in the UK

by on Dec.01, 2006, under Uncategorized

Isn’t easy. SOE offer it as a retail box only, although you can buy it from the Station online store – but the shipping is $40 (ouch!, for a $20 product). None of the UK games stores seem to every carry it, although at least one seller seems to stock it on Ebay. One UK store that may carry it at times is Strategic Plus; unfortunately, they are closing down. I can remember buying BBC B games from them a long time ago.

So, how about Amazon? Not on their UK store, although the US store carries it – but they won’t ship outside the USA.

People on the SOE boards often recommend DVD boxoffice; they are based in Canada, but offer free worldwide shipping and have the reputation of being reasonably prompt.

One other option is to use a service that will buy a box for you and email the CD key. There are supposed to be several on Ebay (US) that will do this, but several people have posted that they bought from online cd key.

If you buy Titanium, you will have all addons prior to the current expansion, The Serpent’s Spine, (apart from the Prophecy of Ro, which was a high level only expansion) which is available for digital download from Station store or www.eqplayers.com. There is speculation on the boards that a new compilation including TSS will be available in early 2007, and a new expansion will be due not all that long afterwards.

Leave a Comment more...

How to make Uber Plat!!!

by on Jul.04, 2005, under Hints & Tips

Yes, the title is a deliberate parody of the money making guides sold from web sites for EQ, and the continual posts on EQ forums from ignorant newbies wanting to find that hidden way to wealth, riches and rapid level advancement. The real truth is that no such store of secrets exists, and if a system did exist that was easy, SoE would remove it faster than they nerf bards.

Having said that, there are quite a few ways that will earn you a good amount of cash – given a large investment of work on your part. Some of these may appear easier than others, but they just take more time.

First of all, here are a few that won’t work – guaranteed. Making a tradeskill item and selling it back to vendors; SoE have said many times that they don’t want this to be an option. Buying items in one place and selling in another at a profit. So if you see tips about pickled gator or shark meat, ignore them – they don’t work.

However, you can minimise the amount lost when selling, and this is a good trick to practice. You get the best prices when selling to vendors when you have a charisma of 105/109 or better, and your faction is indifferent. Apart from a rare few vendors who just plain give bad prices, you won’t get any better with 200 charisma and ally faction. So invest in some charisma gear for selling – 2 opal encrusted steins will boost cha by 50, and if you need more, there are other items you can get. (Kobold jesters crown, loam encrusted gear, some player made jewelry – cat’s eye) Also remember to compare prices when there is a choice of vendors, in some zones (Plane of Knowledge) there is no difference at all, and in others (Shar Vahl in particular), there can be a large difference between vendors. You should also be aware that as a vendor buys a lot of any item, it will gradually start to offer lower prices. At early levels, it is often extremely profitable to do newbie quests to boost your faction, then sell to the merchants in your guild.

First, level to 65…
There’s a saying that in EQ, level > all. So the options available to a level 10 character are extremely limited, and make a lot less money than those available to a 65 character, who may well already know all the money making tricks.

It is generally true that you are better off killing lots of mobs that drop a good average amount of money, than one or two extremely rare mobs that drop a fortune. It may seem like you are getting a better deal with the uber loot, but you really aren’t; calculate the amount of money earned per time invested, and remember to include not just your killing time, but the time getting to the kill spot, time taken camping placeholders, and most important of all, the time required to sell the item for a good price.

For a level one player, you can easily make 20pp per hour or better. In Freeport and Qeynos newbie areas (also in Misty Thicket and Steamfont, although the mobs there are slightly higher), rats and snakes drop a number of items that sell for several gold each, and these items are stackable. Rats also drop the plague rat tail in most newbie zones – this sells for roughly 1pp 6 gold. Get to know which common drops off of common mobs are worth the most. N Qeynos is my favorite zone for this approach.

At higher levels, your options open up. One of these possibilities is (green) goblin camps in Butcherblock. The items that drop there sell for 4.5pp in some cases. In Butcherblock (and Toxxulia Forest), pristine skunk claws are relatively common, and sell for the same price, as do some other drops from Wandering Greenbloods.

Willowisps are around level 12 and need magic weapons to hit – but drop uncommonly (about 1 in 10) greater lightstones. These can be traded via a quest with the gypsies in North Karana (or the dark elf vendors in South Ro) for an item worth approximately 8pp. Wisps are found in North Karana, West Commons, Qeynos Hills and in Eruds Crossing. Wisps in Jaggedpine Forest always drop a GLS, but they are much higher level.

For 20 – 40 players, look for mobs that drop fine steel weapons, or bronze or ringmail armor; these sell for an average of about 5pp to vendors (3pp for the dagger). In general goblins are good for this, in High Keep basement, Butcherblock crazed goblins, Solusek’s Eye; and the gnolls in South Karana outside (and inside) Splitpaw. Bandits in Paludal also qualify, but are usually overcamped. I’d expect to see 100 – 250pp per hour from these; not great compared to aqua goblins, but these will give a 20 – 30 player experience as well. At higher levels there are always good money making experience camps – geonids in Crystal Caverns for 35 – 45 will make 500pp/hr, scarabs in Sebilis for 45 – 55 can make 1000pp/hr, and so on.

At higher levels, guards can be good – look for 200 – 500pp per hour from these, depending on which set of guards you are willing to trash faction with. Guards in Paineel, Oggok, Misty Thicket and High Keep are good for 30-40/45, whereas Neriak, Felwithe, and Katta work for the 50+ player. These all give faction hits, however. The mysterious Kaladim Citizens in Butcherblock also come into the 35+ group. In the same category would have to go the rangers at the druid rings in West Commons; for mid 30s, around 800 – 1k pp per level is possible.

Buy Low, Sell High
All of the above involves killing, looting, and selling to vendors. Selling to players is a different game, and requires more patience to wait to see if your items will sell. In general, it is better to hold out for a good price, even at the risk of being seen as expensive – after all, who cares? To follow this, you should have a permanent internet connection, and either be willing to sit in Bazaar afk 24/7, or use a second account to create a mule character who will.

In the purest form, get together some cash, about 2k pp is ideal, and sit in the bazaar, checking ooc and auction tells as well as general bazaar prices, and get to learn the typical selling prices for popular high value items on your server. Haste items are great, as are regen and mid range weapons – silver chitin hand wraps, flowing black silk sash, argent defender, ceremonial iksar breast plate, centi weapons, Lamentation, etc. Buy low, sell high. Never ever price something less than your competition in the bazaar in the hopes that it will sell quickly – if that is what you want, price it the same as the lowest. Someone else can always undercut you, just as you can them – and there is no point at which this has to stop. If you see an item with a limited supply priced too low, buy it and sell it for more – but never do this with tradeskill items, as the supply will be replenished.

Vendor Mining
You don’t need to sell only things that you have made or hunted for yourself, or bought from other players. A great source of items to sell is from NPC vendors. Very often in newbie areas players sell tradeskills supplies to vendors (I have found more HQ bear pelts this way than from hunting), and in popular transit zones like PoK and Shadowhaven some very nice items can be found on the vendors. In fact, one of the best zones for finding decent items is Bazaar itself!

Turn in Spells

Most spell classes have a mid 50s range of spells that can only be obtained by turning in a Kunark drop spell to an NPC in Firiona Vie. These turns can, I believe, be done by anyone of any class. Multiple copies of the least good of the turn in spells can be bought cheaply in the Bazaar (Spirit of Scale for druids, Yaulp IV for clerics, Defoliation for necromancers, etc) and the result resold in the bazaar for considerably more.

Tradeskills
can be great – but, if they are seen as being a way of getting rich quick, too much competition will ruin your market. I have seen Halas 10lb Meat Pie being bought in stacks of 20 for 20pp each, and the next day some impatient idiots selling them for 1pp (the cost of making them, ignoring the 45 mins plus required for the combines and the time to hunt mammoth meat, is closer to 2pp per pie, assuming they are trivial to make). Tradeskills are only truly profitable if you already have a high skill level, probably 200+, and a new recipe is introduced; this happened when the Cabbage patch (Solstice earring) recipes came out, although in that case it took a long time for prices to settle down. Tradeskill item prices will tend to drop to below the cost of making, as people skilling up are prepared to lose money in order to skill up faster, and as second hand items come back into the market.

One system that is supposed to work is to make fish rolls, and buy Fuzzlecutter Formula 5000 from the gnome outside W Freeport (Ping Fuzzlecutter). These individually cost a few gold, and should sell well in the bazaar for 1pp each.

The other way to make money from tradeskills is to be a supplier, not a consumer. What I mean by that is you provide tradeskill components that are timeconsuming or inconvenient for a higher level person who needs to master a tradeskill for quests to pursue. This can be done profitably by level 10 characters; collect pelts (cat, wolf, rockhopper or bear, all except for ruined), and sell for 2pp – 20pp each. High quality bear skins should sell for 20pp to make tailored backpacks (the same applies for high quality rockhopper hides), all the rest 2 – 10pp, depending on market forces. Harvest spider and spiderling silks and sell for 1 – 5pp each; or convert them into leather padding and silk swatch, and sell for a lot more. Other items used for tradeskills that are rarer can be dealt with in the same way – perfect owlbear pelts (not really a tradeskill item), superb and flawless rockhopper hides, crystalline spider silk, and so on. A very good example of this is swirling shadows, which drop from lesser shades (level 5 and below) in Shadeweavers Thicket, and sell for 50pp each on most servers; these can be found on the hill side SW of the Paludal tunnel entrance.

Spiders are common in East/West Commons, East Karana, and in Upper Guk. Spiderlings are common in Innothule Swamp and the Feerrott. Pelts are commonly found in West, North and East Karana (cats), West Commons (bears), Shadeweavers Thicket and Dawnshroud Peaks(rockhoppers), and Marus Seru (greyhoppers). You will also find shade and shadeling silk in Shadeweavers Thicket. Generally speaking, if you are a new character sub level 10, your newbie area will offer a good mix of pelt and silk drops – Qeynos Hills, Nektulos Forest, Feerrott, Innothule Swamp and Shadeweavers Ticket are all good for this; but Steamfont Mountains, Butcherblock Mountains and Greater Faydark aren’t.

Ores for smithing can be excellent Bazaar fodder; these are required for the Coldain prayer shawls quests and general skill ups. Both velium and acrylia ores work well for this. Velium drops are common from orcs in Crystal Caverns, 20s/30s mobs, as well as the rather higher spiders and kobolds in Velketor’s Labyrinth; and acrylia drops from tribals and grimlings in Dawnshroud Peaks, Maidens Eye, Grimling Forest and Tenebrous Mountains. These can be hunted for exp, depending on zone, from about 30 to 45, with 100 – 500pp per yellow of experience.

Supplying intermediate products for tradeskills is another good policy. Tradeskillers will pay a premium for common intermediate combines that only require a low trade skill level. I have already suggested silk swatches and leather padding above; others that come to mind include celestial essence, heady kiola, LoY dyes, and others that may occur to you if you search the trade skill recipe pages at eqtraders.

Why not just trade cash?
Another way of making money is to become a banker. First, get yourself a lot of platinum, and several summoned bags (100% weight reducing). Then go to a zone like Everfrost or Rathe Mountains, and offer to give people platinum in exchange for copper and silver, with a 10 – 15% markup. This assumes that these are popular camps for money making, of course. Or go to places where fine steel drops, like South Karana and Soluseks Eye, and vendors are far away, and offer to buy all fine steel for 3pp each.

Uber L007z
The last money making technique is the closest you’ll find to the uber loot guides. Find an item you want, and camp for it. Let’s take an example – the ancient croc in Upper Guk can be killed in your 30s, and drops gatorscale sleeves and leggings, probably worth 200 – 600pp on most servers. The placeholder spawns every 20 minutes, and I’d guess you get the ancient every couple of hours. Forget it. 200pp an hour on average is decent, but not great – unless you are getting very good exp from the camp. Much the same applies to absolutely any possible drop you can think of. The best you can realistically do is to attempt to string together several named mobs with special drops, close together, in an empty zone. In fact, write up a zone guide; good candidates for this are Solusek’s Eye (a 45 warrior and cleric could do king, jailer, barman and drunkard at will), Permafrost, Hollowshade, Crystal Caverns and the Warrens. Apart from a few, special cases; these are the named cycles in a few zones – Frontier Mountains, Trakanon’s Teeth and Skyfire Mountains (I think). For these cycles, every time you kill a mob on one of these cycles, the next in the sequence spawns; these mobs have specific loot that always drops. Provided you can track them down, and know what the cycle consists of, this is a good way of making money.

Leave a Comment more...

Cabilis faction

by on Jul.04, 2005, under Quests

Intended mainly for those interested in doing the iksar quests for shamans and shadowknights. See here.

In general, faction can be raised by killing sarnaks, goblins, frogloks and iksar outcasts in Kunark – not all will give hits, so only frogloks in Sebilis do, and the Kly in Dalnir do not, for example. There are also several factions in Cabilis, not all of which are raised the same by killing, so the hand in quests are a must. Most kills raise Legion of Cabilis faction, which is required to reach most of the hand in mobs. The rough procedure required is to kill until you can do hand ins, then use the quests to raise other factions. However, necro faction can only be raised by killing iksar outcasts.

If you can, the fastest way to get Legion faction is to collect weapons in Veksar and hand them in the the NPC in Lake of Ill Omen until you reach dubious with the Legion. I haven’t done this, but I believe roughly 10 or more hand ins (40 weapons) will be required.

Otherwise, the first stage is to get an Overthere Hammer, as later stages will involve trashing Venril Sathir faction. So, go to the Overthere, and kill 80+ sarnak berzerkers to collect sarnak war braids to hand in to Captain Rottgrime. The best camp spot, if you don’t have a tracker, is the couple of buildings at the south of the zone, north of the Frontier Mountains zone line; a number of static spawns and wanderers. Berzerkers seem to be on the general sarnak spawn table.

As soon as you hit amiable, go to the undead foreman, just south of the ships, and hand him a jade (only one required, although he talks about “filling [his] eyesockets”. Bingo.

The next stage is to become non-KoS with Legion, and gain some necro faction while doing this. SKs need to be non-KoS with necros; necromancers interested in doing the skullcap quest need to reach amiable with Brood of Kotiz. 150 – 200 iksar kills will allegedly take you to glowers with necros. There are several camps of low level iksar outcasts that you can use for this: the caves in Warsliks Woods, before the zone to LOIO; several camps of three in huts in WW; and the camp of four NE of the explorer tower in LOIO. The cave in Field of Bone is on a very slow respawn timer, so I don’t recommend there. The caves in WW have 12 – 15 spawns on a 16 minute timer, but you need to pay full attention for 4-6 minutes to kill them all. The hut SE of the zone to the Overthere has the advantage that you can go afk in the middle, if you have a pet; overnight here should be enough for faction.

The next step is to collect explorer survival knives; 4 – 5 stacks will be required to reach non-KoS with other factions; another 4 – 5 stacks if you need to become warmly or better. The explorers are in Lake of Ill Omen, between the Warsliks Woods and Cabilis zones. For light relief while doing this, go to the caves in Warsliks and kill iksars for Brood of Kotiz (necro) faction; you can detour a little north to kill the iksar bandit lord for his Bracer of Scavenging.

By the time I had 2 stacks (and OT mallet), I had gone from scowls to glares as a Cazic troll, but I had 5 stacks before I reached glowers. Four stacks handed in maxxed my legion faction at warmly. At 5 stacks handed in, I was glowers to crusaders, merchants, and mystics, but still scowls to the necros. 2 more stacks (and a backpack of bone chips), to apprehensive, then one stack to indifferent, and one more to amiably. An Innoruuk troll (shaman) raised at roughly the same speed, but was still glowers with merchants and crusaders while amiable to mystics after 8 stacks of knives; clearly shamans like other shamans, and the other factions prefer Cazic over Inny. One of the crusaders in LOIO is on mystic faction, which should simplify checking.

An alternative to the explorer knives quests is to hand in bone chips in vast numbers to Trooper Mozo in Field of Bone until you are non-KoS to merchants, shamans, etc. This is slower than the explorer knives, but without the FV faction hits. You will possibly still be KoS to necros – if so, kill more iksar outcasts until merely glowers. Necro faction is required for shadowknights to deal with their librarian (glowers is sufficient); shamans can get by without. Bone chips can be obtained in the usual way, for instance while getting the drops you will need later from Kurn’s Tower, or from a high level necro with the flesh to bone AA.

There is another hand in quest involving iksar marauder MM nose rings – I haven’t tried that, so have no idea of the faction hits or speed of raising.

You can now proceed with the (SK/shaman) quest hand ins; if you are relying on potions to raise your faction high enough, you don’t need to collect so many knives/bone chips, but you will need a number of potions, as several zonings will be required mid quest. A level 59 shaman is needed to reach the trivial level of Essence of Iksar. See here for raising alchemy.

Leave a Comment more...

Iksar quests for troll shaman and shadowknight

by on Jul.04, 2005, under Quests

First, fix your faction. Your objective is to become warmly to all factions (apart from necros) for both classes, and non-KoS or better to necros for SKs.

Greenmist series drops:

  • 4 sarnak whelp heads (sarnak hatchlings, LOIO)
  • 9 A Page of a Tome and a Tome Binder (froglok raiders, SoNH, around the bandit camp just south of the FoB zone)
  • A Glowing Skull (greater scalebone, Kurns basement)
  • Misscribed Lifetap, Misscribed Gate (sapling at n950 1360, 18 min respawn), Scroll in a Bottle (far NW 4236 4221), shovel (E Cab, Klok Dytar) (iksar knight, WW n2007 n728)
  • 2 Charasis Tome (Tracker Azeal, FV outside outpost). Kill Hero Gloxnok and drachnid spy at entrance to drolvarg tunnel
  • Visceral Dagger – Kly Imprecators, shard metal shard, jagged metal shard, dagger hilt; undead blacksmith forge hammer of Dalnir (Dalnir). See EQAtlas Dalnir 2 and EQAtlas Dalnir 3; first imp is at location 2 on floor 2, second in the Church at the back, and the third in the Lab. The undead blacksmith is location 9, and the forge at location 10. Warning: a large race will need a shrink to reach the Lab/forge area, through a one-way passage.
  • Argest (enslaved iksar, FM): bone key, bone necklace, stone key (penkeeper/penmaster, FM). 6 Illegible Scrolls (Kaesora, CoM, Mistmoore). My failed tomb raider was upstairs in the Library, but can spawn and wander anywhere in that area. CoM drops from spectral courier, with three fixed spawn points in the stables. Mistmoore drops are from Dark Librarian and Assistant Dark Librarian (n90 n95 n105). Final combine is in Droga, at the pottery wheel/Stupendous Machine.
  • History of the Greenmist (Loremaster Piza’Tak, Chardok library), Chunk of Tynnonium (glowing cliff golem, OT), Hammer of 1406 (Weaponsmith Ko’zirr, LOIO), greenish metal shard (alchemists’ acolyte, Chardok), shattered blade of Rile (KC), mirror of self loating (Drusella Sathir, HS), parchment and quill

Cudgel series drops:

  • Logrin skull, Morgl skull, Waz skull (iksar outcast, E Cab, sewers)
  • mandible (rogue shaman, FoB), mendglow clay (foraged, BW), skull with I (stuffed barracuda, LOIO), jawless skull (rogue shaman, 2794 n2836 WW)
  • froglok hexdoll (goblin hextracer, WW), 6 iksar skull with an X (undead crusader, 3rd/4th floor staircase at n98 n223 122, Kurns)
  • 6 tiny glowing skulls (goblin bloodtracers, WW)
  • Mystic Dovan, SoNH: iksar skull helm (sarnak adherents, LOIO), Dai Nozok Canpoic (Overseer Dlubish, FM), froglok ton totem (froglok ton warrior, SoNH), 3 piece of totem (froglok ton warrior, SoNH), mendglow clay (foraged, BW)
    • from coerced channeler, Dalnir, 2nd floor Kly Imprecator spawn area: sarnak nightdust (sarnak partisans, 2000 n1800, FM), gorge moss (foraged, Xorbb), sponge mushroom (foraged, Nurga), firiona drixie dust (drixies, FV), stoneleer emerald plume (stoneleer cockatrice, OT), slate (tan) chant rock (goblin stonechanters, FM)
    • Klok Sargin, LOIO: sarnak dragoon helm (no rent, sarnak dragooons, LOIO)
    • Atheling Plague, BW: skull of Digalis (iksar slave, FM)
  • dusty iksar skull (HS), 4 glowing iksar skulls (HS)
  • shrunken iksar skull necklace (Xalgoz, Kaesora), changeling essence (Thuuga Dengible, FM), glowing kunzar amulet (Kaggy Krup, SoNH), blackened iksar bones (Venril Sathir, KC), skull of Rile (Venril Sathir, HS)
1 Comment :, more...

Necro starting gear (twink)

by on Jul.04, 2005, under Equipment

There’s a relatively recent thread on Necrotalk that gives gear recommendations for level 45. If the necro is genuinely level 45 (or a little higher), then the TSS quest gear from Scout Madru in Goru’kar Mesa will probably replace the visible slots.

This bit is old – 2003, at a guess; but still relevant for lower levels. Taken from the Newbie section of the necro forums, and somewhat edited by me. Where there are alternate selections, they usually cover quite a wide price range. Items that are the same as in the next ‘level’ up are starred.

Necromancer

  • Earring: ac2 hp35 mana 25 (x2) Black Sapphire Electrum Earrings *
  • Mask: 8ac 4int 40hp Crystal Spider Eyes *, or Veil of the Executioner (ac6 dex5 wis3 int3 hp35 mana35 dr8 mr8) **, Death Mask of the Elysians (ac12 cha5 wis2 int2 hp35 mana35 dr6 pr6)
  • Necklace: ac6 wis5 int5 mana pres II Blackened Alloy Medallion or black sapphire velium 65hp 65mana *
  • Cloak: 8ac 4int 15hp Coterie General Cape or Hierophant Cloak (ac10 str4 dex4 sta4 cha4 wis4 int4 agi4 hp75 mana75), Iksar Hide Cloak *
  • Ring: 6ac 65hp Velium Fire Wedding *, Shadel Bandit Ring (ac6 hp55 mana55 dr10 cr5 summoning haste II)
  • Mantle: 10ac 4int 30hp Elder Wolf Hide *
  • Belt: ac4 hp40 mana40 Oakleaf Girdle *
  • Helm: 2ac 9int Runed Cowl
  • Tunic: Netted Kelp Tunic
  • Sleeves: ac6 int4 hp15 enhancement haste I Gatorscale Sleeves
  • Bracer: 5ac 7int 7str extended range II Golden Bracer *, Netted Kelp, Bone Studded Bracer
  • Gloves: 6ac 6int 6wis 10dex 20hp 25mana cr10 affliction efficiency II Grey Flesh Gloves
  • Leggings: 6ac 5str 8sta -9cha 6int Netted Kelp
  • Boots: 5ac 1str 14sta 4int -8ch Netted Kelp
  • Secondary: dex5 int10 hp10 dr25 Stein of Moggok, Ceremonial Hate Candle (wis5 int5 hp25 mana30 dr8 pr8), Rokyl’s Channeling Crystal (ac10 hp50 mana50 entended enhancement III)
  • Range: sta5 hp60 cr-10 Sickly Glowing Orb *
  • Primary: 4int mana30 Black Tome with Silver Runes

Adamantite Band, Dire Wolf Hide Cloak

There is also Deedrok’s Guide to Twinking, which, if I could read Magelo’s, I am sure is excellent.

I think it translates to this:

Deedrok’s Budget Guide

  • Earring: ac2 hp35 mana 25 (x2) Black Sapphire Electrum Earrings
  • Mask: 8ac 4int 40hp Crystal Spider Eyes
  • Necklace: 65hp 65mana Black Sapphire Velium Necklace *
  • Cloak: ac10 hp75 mana75 dr15 pr15 Iksar Hide Cape *
  • Ring: 6ac 65hp Velium Fire Wedding
  • Mantle: 10ac 4int 30hp Elder Wolf Hide
  • Belt: ac4 hp40 mana40 Oakleaf Girdle
  • Helm: ac10 wis7 int7 hp25 reagent conservation III Iksar Hide Cap
  • Tunic: ac12 sta14 int14 hp20 mana40 Dream Weaver Robe (no drop)
  • Sleeves: ac6 str5 cha2 int5 agi4 hp30 Hammer Emblazoned Sleeves *
  • Bracer: ac2 str7 dex7 cha-5 int7 reagent cons III Steel Wristband of Strategy *
  • Bracer: 5ac 7int 7str extended range II Golden Bracer (not iksar)
  • Gloves: ac12 sta9 wis6 int6 hp20 mana20 Coldain Skin Gloves *
  • Leggings: ac7 hp35 mana35 cr5 Grey Flesh Trousers *
  • Boots: ac10 agi15 hp50 chanelling +3% Boots of Concentration *
  • Secondary: ac15 int6 hp25 mana25 fr5 pr5 mr5 dr5 cr5 Dream Weaver Webshield
  • Range: sta5 hp60 cr-10 Sickly Glowing Orb
  • Primary: 1HB 1/25 cha-5 wis7 int7 hp50 mana10 fr5 cr5 mr5 Sorcerous Bowl

Deedrok’s Main Guide

  • Earring: ac-15 sta8 hp75 mr5 Hammered Golden Hoop
  • Earring: ac5 sta5 wis8 int8 hp55 mana55 fr5 cr5 mr5 FT I Earring of the Solstice
  • Mask: 86 dex5 wis3 int3 hp35 mana35 dr8 mr8 Veil of the Executioner
  • Necklace: 65hp 65mana Black Sapphire Velium Necklace
  • Cloak: ac10 hp75 mana75 dr15 pr15 Iksar Hide Cape
  • Ring: ac5 str8 dex8 sta8 agi8 hp65 mana40 fr5 cr5 (x2) Valorium Ring of Gallantry *
  • Mantle: ac9 sta7 int7 hp55 mana30 dr3 Beguile Undead Terrorclaw’s Hide *
  • Belt: ac8 str12 sta10 wis10 int10 hp55 mana55 Girdle of Mithaniel *
  • Helm: ac6 str8 dex5 int8 hp35 mana35 dr15 Bubonian Bandage Turban
  • Tunic: ac14 sta15 int15 hp40 mana45 dr5 mr10 pr5 Robe of Haunted Dreams
  • Sleeves: ac6 str5 cha2 int5 agi4 hp30 Hammer Emblazoned Sleeves
  • Bracer: ac2 str7 dex7 cha-5 int7 reagent cons III Steel Wristband of Strategy
  • Bracer: ac12 sta15 fr6 dr6 cr6 mr6 pr6 Bracelet of Fortitude
  • Gloves: ac12 sta9 wis6 int6 hp20 mana20 Coldain Skin Gloves
  • Leggings: ac7 hp35 mana35 cr5 Grey Flesh Trousers
  • Boots: ac10 agi15 hp50 chanelling +3% Boots of Concentration
  • Secondary: ac35 wis5 int5 hp75 mana75 Orb of the Infinite Void
  • Range: str10 mr10 Affliction Efficiency IV Ceramic Gavel of Justice
  • Primary: Piercing 16/18 ac5 str12 sta12 int8 hp65 mana80 dr10 pr10 A Blood Bladed Dagger *
Leave a Comment : more...

Group bonuses

by on Apr.12, 2005, under Uncategorized

The origin of the post was the necro forum; it has been modified somewhat by me.

What are race and class penalties?

At some point in 2006, race penalties were abolished. The halfling racial bonus remains, as does a bonus for both rogues and warriors. The good old/bad old class (or hybrid) penalty was removed a long time ago, although, while penalties were in place, they did vary by class.

The old story: Some races and classes will need to kill more (or less) mobs to gain a level. For classes, it is believed that hybrids have a experience penalty; for races, iksars, trolls and ogres may have an experience penalty, halflings a bonus. It is believed that dwarfs do not get a bonus, although gnomes might (but almost certainly don’t); and it is my observation that a dwarf cleric grouped with an ogre warrior of the same level gains experience at the same rate, or possibly slightly slower.

Halflings get a 5% bonus, Ogres 15% penalty, Trolls and Iksar 20% penalty; Barbarians might have a 5% penalty. Rogues and Warriors have a 5% bonus.

What bonuses are given for grouping?

2 person group – 20% total bonus. (60% per person)
3 person group – 40% total bonus. (46.6% per person)
4 person group – 60% total bonus.(40% per person)
5 person group – 80% total bonus.(36% per person)
6 person group – 116% total bonus.(36% per person)

What bonuses are given for grouping? (this is the old scale, pre-April 2003)

2 person group – 2% total bonus. (51% per person)
3 person group – 6% total bonus. (35.3% per person)
4 person group – 10% total bonus.(27.5% per person)
5 person group – 14% total bonus.(22.8% per person)
6 person group – 20% total bonus.(20% per person)

I have seen it said that experience is split within a group according to the following formula:

Player_Level+5 / (Sum_Of_Player_Levels + (Num_Players*5))

So a level 44 grouped with 5 65’s would split: 49 / 399 = 11% of the kill; and the 65’s get 70 / 399 = 17.5%

What levels can group together?

For LDoN adventures, all group members must be within 10 levels of each other. Not sure about LDoN raids. For normal groups, the highest member can be +50% of the lowest, rounded up. So a level 43 can group with a 65.

How does the Raid System affect bonses?

It is believed that, under the raid system, no group bonus whatsoever is applied. This can mean up to 40% less experience is given for killing mobs using raids.

What are Zone Experience Modifiers (ZEMs)?

Not all zones give the same experience for any given mob. It is believed that the following system applies:
A newbie zone (one where newbies are bound, and their level 1 mobs are found) has an experience modifier of 1.0 – ie, this is considered to be a normal zone with unmodified experience.
Outdoor zones have a ZEM of 0.7.
Dungeon zones have a ZEM of 0.8.
The ZEMs given below were published by Verant some time ago, and apply to the baseline ZEM for the zone type as given above (mostly to the dungeon type). Other zones are believed to have had bonuses, which may still be in force, or may have been taken away: for example, the Overthere, SolB, and all Planes zones. A consequence of this is that newbie zones have an effective bonus of 35% over normal outdoor zones (they are all outdoors), and some newbie zones have higher level mobs to hunt in them: for example, Feerrott, Lake of Ill Omen, etc.

Do bonuses exist for hunting in certain zones?

Yes, but the information published by Verant may be out of date. This is the last info I could find published by Verant, and is quite old. Don’t treat as etched in stone.

Droga increased by 12%
Nurga increased by 12%
Solusek’s Eye (SolA) increased by 13%
Najena increased by 13%
Befallen increased by 13%
Paw increased by 13%
Permafrost increased by 13%
Kaesora increased by 18%
Qeynos Catacombs increased by 20%
Runnyeye increased by 20%
Kerra Ridge increased by 20%
The Hole increased by 25%

It is generally believed that Kurns Tower has a 13% bonus, though I’ve not seen this documented anywhere, and there are definitely modifiers in other zones – Paludal being an insanely good example (30%?).

How does the zone you are in affect the amount of experience gained per kill?

The ShowEQ people keep lists of ZEMs, although they don’t claim that they are entirely accurate. Here is a recent one (recent in 2003, that is), zones with stupidly high ZEMs are flagged. Sources include Safehouse. Notice that the Hole, Nurga, Droga, Timorous Deep and Qeynos Catacombs aren’t included. And that LOIO has the lowest ZEM of any zone listed. Zones that have a ZEM of over 100 are: Befallen, High Keep, Najena, Solusek’s Eye, Upper Guk, Crushbone, Unrest, Kaesora, Kurn’s Tower, Paludal Caverns, Warrens, and all PoP zones. Most city zones have a ZEM of 100; zones with a ZEM of 100 that aren’t cities are: Blackburrow, Runnyeye, Kedge Keep, Veksar and Ssraeshza Temple. This means that all starting cities have a close by ‘fast track’ zone for 10-20; zones suitable for 25+ from this list include High Keep, SolA and Runnyeye, with Kaesora for 35+, then Kedge and Veksar for 50+, and Ssra and PoP for higher up.

Antonica:
Arena-75
Befallen-160 ***
Blackburrow-100
East Commons-75
East Freeport-75
East Karana-75
Everfrost-75
Gorge of King Xorbb-75
Gukta- Outpost of Marr-100
Halas-100/125?
High Keep-150 ***
Highpass Hold-80/75?
Innothule Swamp-75
Jaggedpine-75
Kithikor Woods-75
Lake Rathe-75
Lavastorm Mountains-75
Lower Guk-80
Misty Thicket-75
Nagafen’s Lair-80
Najena-130/100? ***
Nektulos-75
Neriak- Commons-100
Neriak- Foreign Quarter-100
Neriak- Third Gate-100
North Freeport-100
North Karana-75
North Qeynos-75
North Ro-75
Oasis of Marr-75
Ogguk-100
Permafrost-90
Qeynos Catacombs-96
Qeynos Hills-75
Rathe Mountains-75
Rivervale-100
Runny Eye-100
Solusek’s Eye-130 ***
South Karana-75
South Qeynos-75
South Ro-75
Splitpaw Lair-90
Surefall Glade-100
Temple of Cazic Thule-85
Temple of Solusek Ro-75
The Feerrott-75
Upper Guk-150 ***
West Commonlands-75
West Freeport-75
West Karana-75

Faydwer:
Ak’Anon-100
Butcherblock Mountains-75
Castle Mistmoore-90/75?
Crushbone-160 ***
Dagnor’s Cauldron-75
Felwithe-100/125?
Greater Faydark-75
Kedge Keep-100/125?
Lesser Faydark-75
North Kaladim-125
Ocean of Tears-75
South Kaladim-125
Steamfront Mountains-75
The Estate of Unrest-130 ***

Kunark:
Burning Woods-75
Cabilis East-75
Cabilis West-75
Charasis-85
Chardok-85
City of Mist-85
Dalnir-75
Dreadlands-75
Emerald Jungle-75
Field of Bone-75
Fironia Vie-75
Frontier Mountains-75
Kaesora-110/100? ***
Karnor’s Castle-85
Kurn’s Tower-150 ***
Lake of Ill Omen-60
Mines of Nurga-89
Sebilis-85
Skyfire Mountains-80
Swamp of No Hope-75
Temple of Droga-89
The Overthere-75
Timorous Deep-75
Trakanon’s Teeth-75
Veksar-100
Warsliks Woods-75

LoY:
Crypt of Nadox-85/75?
Dulak’s Harbor-85
Hate’s Fury-
The Gulf of Gunthak-85
Torgiran Mines-85

Luclin:
Acrylia Caverns-90
Akheva Ruins-85
Bazaar-75
Dawnshroud Peaks-75
Echo Caverns-80
Fungus Grove-75
Grieg’s End-90
Griming Forest-80
Hollowshade Moor-75
Katta Castellum-85
Marus Seru-75
Mons Letalis-75
Netherbian Lair-80
Nexus-75
Paludal Caverns-160 ***
Sanctus Seru-85/75?
Scarlet Desert-75
Shadow Haven-100
Shadweaver’s Thicket-75
Shar Vhal-75
Ssraeshza Temple-100
Tenebrous Mountains-75
The Deep-85
The Grey-65
The Maiden’s Eye-75
Twilight Sea-75
Umbral Plains-90
Vex Thal-75

Odus:
Erudin-75
Eruds Crossing-75
Kerra Isle-90/100?
Paineel-75
Stonebrunt Mountains-75
The Hole-100
The Warrens-150 ***
Toxxulia Forest-75

Planes:
Plane of Air-75
Plane of Fear-75
Plane of Growth-75
Plane of Hate-75
Plane of Mischief-75

PoP:
Bastion of Thunder-119
Halls of Honor a-111
Halls of Honor b-111
Plane of Air-119
Plane of Disease-199
Plane of Fire-119
Plane of Innovation-119
Plane of Justice-119
Plane of Knowledge-75
Plane of Nightmare-119
Plane of Storms-119
Plane of Tactics-119
Plane of Torment-
Plane of Tranquility-75
Plane of Valor-119
Plane of Water-119
Ruins of Lxanvom/Crypt of Decay-119
Tower of Solusek Ro-119

Velious:
Cobalt Scar-75
Crystal Caverns-85
Dragon Necropolis-85/75?
Eastern Wastes-75
Great Divide-75
Iceclad Ocean-75
Icewell Keep-85
Kael Drakkel-85/75?
North Temple of Veeshan-
Siren’s Grotto-85
Skyshrine-85
Sleeper’s Tomb-90
Temple of Veeshan-75
Thurgadin-85
Tower of Frozen Shadow-85
Velketor’s Labyrinth-85
Wakening Lands-75
Western Wastes-80/85?

Leave a Comment more...

Starting in Gates of Discord

by on Feb.18, 2005, under Uncategorized

From this thread on eqlive(comments are mine).

Natimbi: Farm Restless Souls for named who drops HP Augments (non Lore, you can have as many as you can carry), within range of Named Reef Crstacean who drops the Mana version of same augment. While farming this camp, you get enough shards to obtain an excellent Proc weapon that can be used by a wide range of classes and will be an upgrade for many of them. If you’re lucky, this camp will provide you with either the Flowing Thought or the Vengeance Necklace as well (the Vengeance Necklace is easily Elemental in quality, it regularily sells for 80-100K).

While camping this area, you can also drop a few other named for some minor goodies that may or may not be upgrades.”

shell inlaid collar +regen 1, +atk 10, melee
talisman of the spiritseer ft1, priest/caster

swift scavenger (hynid) – broken hynid claw, woven nihil mantle, painted primal mask
Duara Yuenki (potameid), n3000 2000 – abysmal seaweed wraps (18/25), barnacle studded bracer, cockleshell girdle
Tumia Lehio (restless soul) – faceted gem of might, decrepit taelosian band, torn flesh turban
fierce cragwalker – stitched ceremonial wrap, iridescent turepta shell, thick netted veil
Vimidon (reef crustacean) – calloused shell helm, whittled bone ring, glimmering mind sphere

4 intact stonemite parts – strand of sea pearls
4 succulent turepta meat – Kiki’s Recipe book (mp3, priest/caster)
4 spectral essence – mace of focused flame (14/23 1hb)
3 siren parts (potameid) – sheild of coastal purity (regen 3)
3 broken shore shells (foraged) and reef crustacean gland broken shore shell necklace
3 flawless hynid hides, boot pattern hynid boots

“By the time you’ve done a bit of this and gotten bored, any 60-65 group of any equipment level can go to and handle Qinimi. My guild members regularily hit Qinimi, and they are pre Elemental, sub 65 folks.

Qinimi named can be taken down by any decent 60-65 group, regardless of equipment (well, unless we’re talking Bronze Armor), and no Elemental Quality is necessary. I have NO Elemental Gear (3 1492 Armor pieces from LDON and the aforementioned Vengeance Necklace from Natimbi are my best pieces of gear, everything else is regular equipment…except Fabled Short Sword of Ykesha), and I and a guild Shaman have duoed many of the named in Qinimi. So no talking about how you NEED to be a raid to take these named. Some excellent upgrades in equipment in Qinimi for all levels, Augments on many of them.

Move to Riwwi. Again, I REGULARLY lead my guild members here. Levels 54-65, none of them Elemental or Raid equipped. We clean house and can take almost any of the named inside the Arena or outside. The drops are easily some of the best you can get with a non raid equipped force. The Chef drops a pair of Vengeance Pants that will be an upgrade for the classes that can use it, some sweet arms drop in the Arena (almost as good as the 1492 LDON armor), and there is a quest ring that is EASY to get as well.

If you do this for a few days, you’re more than equipped enough for Sewer 1. And Sewer 1 IS the hardest of the Sewer Trials as well. You do need a hardcore tank and a healer who is on the ball, but I’ve regularily tanked the Sewer Trials, and I am far from Elemental equipped.”

The original author of this also wrote a guide to GoD recently.

Leave a Comment more...

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!