Are you having trouble feeding your distillate habit? Are you addicted to new augments but can't seem to get the platinum to get them? Worry not, my poor Ranger, for I have a new spot for you to make some cash and earn experience along the way.
If you haven't been to the Paludal Caverns, you are missing out on a wealth of items and armor that can be worn or sold. First cast Camouflage to help you get past some higher level mobs. I'll explain later. To get to Paludal Caverns, take the portal to the Nexus, then use the Nexus portal to Shadowhaven. Shadowhaven will take you to Paludal Caverns. Now comes the hard part. You will zone into an area that tends to get camped by players, and the mobs here can kill you quickly because they attack in groups. If you used Camouflage(and even if you didn't), hug the right side of the tunnel and enter the main cave. Run up the side of the cave wall as far as you can, and you shouldn't attract anything, but if you do, zone out and try again. Paludal is an underground zone, so any outdoor spells won't work. After you get past the bandit camp, you'll see a ramp leading north. There will be a big mushroom-like mob called a sensate reishi, or as I like to call them, sushi mushrooms. You can begin your hunting here. Be careful of the lizard-like mob that wanders up and down the ramp. He's hard to avoid unless you plan ahead and stay out of range of where he wanders. Remember to rest between every kill until your health is 100%. The lizards help each other and can quickly cut you down in a few swipes. These mobs drop all kinds of fungal armor and other items that can be sold for quick cash in Shadowhaven. Being a wood elf, I had no one of my race in Shadowhaven and had to hoof it back to the Plane of Knowledge to sell, but it was definately worth it. Good luck and happy hunting!
Favorite Places to Acquire Experience and Money For A Low Level Character
- Paludal Caverns
- Kurn's Tower
- The Estate of Unrest
- Butcherblock Mountains - shoreline Goblins
- Castle Mistmore- now a hotzone
Thursday, November 8, 2007
Monday, November 5, 2007
Why Can't I Kill This Mob?
I've only been playing Everquest for about a year now and one of the things that really used to frustrate me was getting killed by a mob over and over again in a zone I was very familiar with. Afterwards, I would have to rebuff myself, and hoof it back to the zone and recover the items on my corpse, losing precious experience along the way. I rarely buy a soulstone to recover my corpse and asking for a rez(resuscitate) from a cleric always seemed like I was begging. If I was killed by a mob that conned red, then I might consider a rez, only because I was unprepared. But if it was my own fault because I got too cocky, then I should not bother clerics that could be using their mana on someone more deserving. Hoofing it made me think about what I did wrong while I was zoning in and out of areas and better preparing me for the next time.
If you've been fighting mobs that con dark blue and succeeding, and then get pounded on by a green one, one of several things may be happening. The first is tunnel vision. You get into a rhythm and don't pay attention to your mana or health bar. Patience is the solution. Take a second to forage, then sit down. Only Rangers in groups should be killing one mob after another. They have supporters to keep them healthy. The second is that you might have outgrown your armor or weapons. As you level up, your weapons and spells become less and less effective at doing damage against higher level mobs. Your armor may not be able to withstand a hit as well as it did 4 or 5 levels ago. Do some research on what might be the best weapon and armor against the mobs you're tackling. The third thing may be the way you are fighting a mob. What might have worked in the Butcherblock Mountains may not be such a good idea in Kurn's Tower. Being able to change your fighting style is the key to survival. Always have different types of weapons with you to experiment with.
My biggest mistake is in how much I counted on my spells working. Spells such as Spirit of the Wolf(which helps you run faster) and Camouflage only work outdoors. Spells like Invoke Lightening hit everything within a specific radius. Higher level fire spells such as Flaming Arrow take time to recast. When buff spells wore off, I was left vunerable to multiple mobs unless I had already put them in my hotbuttons, or God forbid, had to leave a zone to recast them. Make sure you keep an eye on your buffs. Nothing is more aggravating than having a temp buff wear off in the middle of a battle with a mob that only has 10% of its hit points left and you're only doing 1% damage per hit.
Experience is a long and arduous adventure and every time you die, you lose some of it. Make the time you spend worth it by using a little common sense. Every time I log my character in, I remind myself that I am building a Ranger. A Ranger uses all of his skills to advance, and not just the ones that will do the most damage.
If you've been fighting mobs that con dark blue and succeeding, and then get pounded on by a green one, one of several things may be happening. The first is tunnel vision. You get into a rhythm and don't pay attention to your mana or health bar. Patience is the solution. Take a second to forage, then sit down. Only Rangers in groups should be killing one mob after another. They have supporters to keep them healthy. The second is that you might have outgrown your armor or weapons. As you level up, your weapons and spells become less and less effective at doing damage against higher level mobs. Your armor may not be able to withstand a hit as well as it did 4 or 5 levels ago. Do some research on what might be the best weapon and armor against the mobs you're tackling. The third thing may be the way you are fighting a mob. What might have worked in the Butcherblock Mountains may not be such a good idea in Kurn's Tower. Being able to change your fighting style is the key to survival. Always have different types of weapons with you to experiment with.
My biggest mistake is in how much I counted on my spells working. Spells such as Spirit of the Wolf(which helps you run faster) and Camouflage only work outdoors. Spells like Invoke Lightening hit everything within a specific radius. Higher level fire spells such as Flaming Arrow take time to recast. When buff spells wore off, I was left vunerable to multiple mobs unless I had already put them in my hotbuttons, or God forbid, had to leave a zone to recast them. Make sure you keep an eye on your buffs. Nothing is more aggravating than having a temp buff wear off in the middle of a battle with a mob that only has 10% of its hit points left and you're only doing 1% damage per hit.
Experience is a long and arduous adventure and every time you die, you lose some of it. Make the time you spend worth it by using a little common sense. Every time I log my character in, I remind myself that I am building a Ranger. A Ranger uses all of his skills to advance, and not just the ones that will do the most damage.
What is Camping?
So you've heard about a zone that has lots of mobs and decided to go check it out. You zone in and see a group sitting in one area, fighting a couple of mobs. You pull a mob and begin to hack and slash, when suddenly you see a tell that says 'This area is camped!!' What does that mean?
Camping is a player term that means a group has set up shop in an area of a zone and every time a group of mobs pops up in that area, the get first crack at them. Usually a group who camps an area of mobs is there for a specific reason, such as a quest item or components for spells. It's technically not a recognized rule of Everquest, and when it happens in a hotzone, solo players can really get flamed(not-so-nice comments in chat) for stepping on another group's toes, so to speak. It's really bad form to take another player's mob from them in general, and a camped mob is definitely a no-no.
So what do you do? First, type /who to see everyone in the zone. This will give you a list of names, levels, classes, and any guild a player belongs to. Anonymous and role playing characters will only show names. If you get a list of more that 2 or 3 players, do a camp check by typing /ooc camp check. If anyone is sitting in a particular area waiting for mobs to spawn, they'll let you know. If you need to run through a camped area, use the /ooc command to let the group know. This is common courtesy, and the group who's camping the area knows that you're not trying to steal their mobs if you happen to attract one one your way through. Using the camouflage spell should prevent you from attracting some creatures, but it doesn't work on undead mobs and those who can see invisible. If several areas that you were hoping to hunt in are camped, ask to join the group. The worst they can say is no, but most of the time it's the more the merrier. Even groups comprised of guild-only members will let a nonmember join the group as long as you don't loot items they're looking for. As soon as you join a camped group, ask questions so you don't step on any toes.
Can a solo Ranger camp an are? Sure you can if you follow a few simple tips. Try to pick an area that other players do not need to run through. Don't camp more that 2 or 3 mobs unless you can fight more than one at once. If you're the player with the higher level, be kind to your noobie brethren and share. Don't run through a large area and attract a dozen mobs to kill one after the other just because you can. Remember it takes time for mobs to respawn and the less you leave for others, the more time they have to wait. If you don't need the items on a corpse, let others in your area know. They may only need one more reinforced rod for a quest and have been sitting in the zone for an hour waiting for it to drop. Also buff and heal lower level players if you have the time between kills. They will thank you for it!
Camping is a player term that means a group has set up shop in an area of a zone and every time a group of mobs pops up in that area, the get first crack at them. Usually a group who camps an area of mobs is there for a specific reason, such as a quest item or components for spells. It's technically not a recognized rule of Everquest, and when it happens in a hotzone, solo players can really get flamed(not-so-nice comments in chat) for stepping on another group's toes, so to speak. It's really bad form to take another player's mob from them in general, and a camped mob is definitely a no-no.
So what do you do? First, type /who to see everyone in the zone. This will give you a list of names, levels, classes, and any guild a player belongs to. Anonymous and role playing characters will only show names. If you get a list of more that 2 or 3 players, do a camp check by typing /ooc camp check. If anyone is sitting in a particular area waiting for mobs to spawn, they'll let you know. If you need to run through a camped area, use the /ooc command to let the group know. This is common courtesy, and the group who's camping the area knows that you're not trying to steal their mobs if you happen to attract one one your way through. Using the camouflage spell should prevent you from attracting some creatures, but it doesn't work on undead mobs and those who can see invisible. If several areas that you were hoping to hunt in are camped, ask to join the group. The worst they can say is no, but most of the time it's the more the merrier. Even groups comprised of guild-only members will let a nonmember join the group as long as you don't loot items they're looking for. As soon as you join a camped group, ask questions so you don't step on any toes.
Can a solo Ranger camp an are? Sure you can if you follow a few simple tips. Try to pick an area that other players do not need to run through. Don't camp more that 2 or 3 mobs unless you can fight more than one at once. If you're the player with the higher level, be kind to your noobie brethren and share. Don't run through a large area and attract a dozen mobs to kill one after the other just because you can. Remember it takes time for mobs to respawn and the less you leave for others, the more time they have to wait. If you don't need the items on a corpse, let others in your area know. They may only need one more reinforced rod for a quest and have been sitting in the zone for an hour waiting for it to drop. Also buff and heal lower level players if you have the time between kills. They will thank you for it!
Saturday, November 3, 2007
Is Your Battling Technique Up To Snuff?
One of the biggest complaints that most group leaders have is that their members do not know how to fight a mob. For a Ranger, learning the best way to fight during group battles can mean the difference between gaining massive experience for the group and wiping out the party within seconds. As a Ranger, you have the ability to pull a mob to your group, keep it from running away and supporting the members who are doing most of the damage. Your bow and spells make you a versatile member of a party and knowing what to do and when to do it will make you an invaluable and sought-after party member.
The first thing any Ranger(or any party member for that matter) can do is be prepared. This means that you are stocked up with arrows, food and water, spell components, and anything else you regularly use when going out to hunt. Nothing annoys players more than having to wait for someone who forgot their bat wings, cloudy potions, or fish scales. If you've been soloing, take a minute to make sure you've put the newest spells in your spell book(along with buying any components that may be used when casting said new spell), used up any recently acquired skill points, and generally preparing yourself for battle. It also helps to know where you're going and several ways to get somewhere safe should the need arise. If you're heading somewhere you've never been before, ask the party leader where safe areas are BEFORE you zone into unknown territory. Questions to ask include: Have you explored this zone beforehand? Is there a Portal back to the Plane of Knowledge? Is there anything special I need to bring? Are there any Fabled mobs that may kill our party on sight? Do you have money to lend me if I can't buy a soulstone to recover my body? If you have any doubts about the zone or the group, DON"T GO! I have grouped with players who said they've been to an area, but after a while, when I wanted to leave to group, I had no idea where I was or how to get back to the Plane of Knowledge. Because I had reached a level that required a more expensive soulstone(something I had not counted on) when I was killed by a mob, I had no way to retrieve my character from the guild lobby, as I had not saved enough money. A frustrating lesson, but well worth the knowledge.
So what are some things can you bring when going out in a group? The first thing are potions that can make you attack faster, regenerate your mana faster, and restore your hit points. Some of my favorites are distillates of alacrity and clarity. These are available at potion merchants found in the Plane of Knowledge and are level specific. A distillate of Alacrity VI will only work on characters that are at least level 40. Alacrity will make you attack faster for a percentage, and Clarity will regenerate so much mana per second. They usually last for about 30 minutes or so in-game. You can equip them in your potion belt and left click to activate them. I will buy a few Distillates of Health for fellow group members in case of an emergency, such as when they need to be healed and I am out of mana. The only downside to distillates is that they can get VERY expensive, so pay attention to how much you're spending. Dropping all your money on a few potions and heading to a zone where money dropped on mobs is scarce can be a hard lesson to learn. Some players will tell you that cloudy potions are a good investment, but as a Ranger, you can acquire the Camouflage spell at level 14, which does the same thing, although it can wear off quickly until you use it a bit. Cloudy potions are expensive for a newbie Ranger and I don't recommend buying more than one or two, if any at all. You'll need your money for other things.
Arrows are another thing a Ranger should never be without. You can stack up to 100 at a time, and I suggest bringing several different ranged-types. Nine times out of ten, you will be asked to bring the mobs to the group (called pulling) and the range your arrow has will determine whether or not you you can fire from a safe distance or sneak up and try to pull only one mob without attracting the attention of its friends. I get my arrows from merchants in Felwithe and I'm sure you can get them elsewhere, not to mention the Fletching Tradeskill lets you craft your own, although you probably won't be able to do this yet. Once again, arrows can get expensive, and the more common ones do little damage, but you'll definitely get a mob's attention even if you miss.
Along with these essentials, you'll want to make sure you have food and water. You can use your forage ability to find additional supplies but I've yet to forage anything that equals a stack of 20 iron rations and water flasks. At this time in Everquest, the Halloween specials are going on, which means that NPCs give out free treats that not only will feed you, but can increase your stats as well. Take advantage of these gifts!
The next item on your to-do list is to prep your spells. I like to have my strongest healing spell on the top, then my rooting spell, and finally any Damage Over Time spells. Next comes the spells that remove any Damage Over Time spells that are cast on my character, such a Cure Disease, or Cure Poison. I put any buff spells that may wear off in battle at the bottom.
All this prep work will become second nature the more you group. The best thing to remember is to prepare for the worst. The last thing I try to get my paws on, especially if I'm hitting an unfamiliar zone, is a Gate potion. Sometimes you can find them in the Bazaar, and sometimes a merchant may have one. These potions will teleport you to your bind zone, and I can't tell you how handy they are to have.
You should go into groupspeak now so you aren't broadcasting to the General chat things you only need your group to know. So you've reached the zone you're going to hunt in. Now what? Ask the party leader! He or she is the one who put this shindig together and, as the leader, calls the shots. This means no arguing or trying to take over. If you think the leader is not doing a good enough job, leave the group. If the leader, let's call him Bob, says 'Okay Ranger, track some mobs that con dark blue and bring them to us!' What the heck does that mean? It means you are the puller and your job is to bring the mobs to your group and commence with the whacking and killin'. Let your group know you're going to get a mob by saying something along the line of 'Pulling' so your group knows to expect a mob shortly. When someone says 'con', that is the color a mob's target circle is. Use your Tracking hot button to find mobs that are dark blue on the list and hit 'track'. You'll begin to see phrases like 'Festering hag is ahead and the right'. Follow the directions until you can see what you're tracking. Click on the mob and use your bow to fire a shot and get its attention. Now run like hell back to your group! There should be a tank(that's the player who has the most hit points and will do the majority of the whacking), a healer(usually a cleric who will hang back and heal the party after battle), and a magic user(an enchanter, shaman, necromancer, or you, the Ranger). The tank will take over and commence with the whacking. You should cast any DOT spells you have on the mob, and then whack away. Keep an eye on the mob's health meter. When it reaches 30%, cast a root spell to keep it from running away and calling for help. Depending on how many players in your group, you can pull up to 3 mobs at a time this way and rack up the experience and loot. Another good idea is to type/autosplit. This lets your group share the money when you loot a corpse. After a mob is dead, if there is any items on the body, ASK if you can have it before you take it. Some groups will give all the items to the player with the highest charisma(how pretty a player is) to sell to get the most money. You'll get the hang of grouping after a while and make some new friends along the way. You can add them to your friends list and look for them when ever you go online. The last and most important thing to remember is to let your party rest between battles. Heal anyone who isn't healing themselves. Replenish any buffs that will help your party, and share and food, water, or potions that will help. The more you can help your party, the better. Remember, this is a team effort and everyone must watch each other's backs. Have fun and good luck!
The first thing any Ranger(or any party member for that matter) can do is be prepared. This means that you are stocked up with arrows, food and water, spell components, and anything else you regularly use when going out to hunt. Nothing annoys players more than having to wait for someone who forgot their bat wings, cloudy potions, or fish scales. If you've been soloing, take a minute to make sure you've put the newest spells in your spell book(along with buying any components that may be used when casting said new spell), used up any recently acquired skill points, and generally preparing yourself for battle. It also helps to know where you're going and several ways to get somewhere safe should the need arise. If you're heading somewhere you've never been before, ask the party leader where safe areas are BEFORE you zone into unknown territory. Questions to ask include: Have you explored this zone beforehand? Is there a Portal back to the Plane of Knowledge? Is there anything special I need to bring? Are there any Fabled mobs that may kill our party on sight? Do you have money to lend me if I can't buy a soulstone to recover my body? If you have any doubts about the zone or the group, DON"T GO! I have grouped with players who said they've been to an area, but after a while, when I wanted to leave to group, I had no idea where I was or how to get back to the Plane of Knowledge. Because I had reached a level that required a more expensive soulstone(something I had not counted on) when I was killed by a mob, I had no way to retrieve my character from the guild lobby, as I had not saved enough money. A frustrating lesson, but well worth the knowledge.
So what are some things can you bring when going out in a group? The first thing are potions that can make you attack faster, regenerate your mana faster, and restore your hit points. Some of my favorites are distillates of alacrity and clarity. These are available at potion merchants found in the Plane of Knowledge and are level specific. A distillate of Alacrity VI will only work on characters that are at least level 40. Alacrity will make you attack faster for a percentage, and Clarity will regenerate so much mana per second. They usually last for about 30 minutes or so in-game. You can equip them in your potion belt and left click to activate them. I will buy a few Distillates of Health for fellow group members in case of an emergency, such as when they need to be healed and I am out of mana. The only downside to distillates is that they can get VERY expensive, so pay attention to how much you're spending. Dropping all your money on a few potions and heading to a zone where money dropped on mobs is scarce can be a hard lesson to learn. Some players will tell you that cloudy potions are a good investment, but as a Ranger, you can acquire the Camouflage spell at level 14, which does the same thing, although it can wear off quickly until you use it a bit. Cloudy potions are expensive for a newbie Ranger and I don't recommend buying more than one or two, if any at all. You'll need your money for other things.
Arrows are another thing a Ranger should never be without. You can stack up to 100 at a time, and I suggest bringing several different ranged-types. Nine times out of ten, you will be asked to bring the mobs to the group (called pulling) and the range your arrow has will determine whether or not you you can fire from a safe distance or sneak up and try to pull only one mob without attracting the attention of its friends. I get my arrows from merchants in Felwithe and I'm sure you can get them elsewhere, not to mention the Fletching Tradeskill lets you craft your own, although you probably won't be able to do this yet. Once again, arrows can get expensive, and the more common ones do little damage, but you'll definitely get a mob's attention even if you miss.
Along with these essentials, you'll want to make sure you have food and water. You can use your forage ability to find additional supplies but I've yet to forage anything that equals a stack of 20 iron rations and water flasks. At this time in Everquest, the Halloween specials are going on, which means that NPCs give out free treats that not only will feed you, but can increase your stats as well. Take advantage of these gifts!
The next item on your to-do list is to prep your spells. I like to have my strongest healing spell on the top, then my rooting spell, and finally any Damage Over Time spells. Next comes the spells that remove any Damage Over Time spells that are cast on my character, such a Cure Disease, or Cure Poison. I put any buff spells that may wear off in battle at the bottom.
All this prep work will become second nature the more you group. The best thing to remember is to prepare for the worst. The last thing I try to get my paws on, especially if I'm hitting an unfamiliar zone, is a Gate potion. Sometimes you can find them in the Bazaar, and sometimes a merchant may have one. These potions will teleport you to your bind zone, and I can't tell you how handy they are to have.
You should go into groupspeak now so you aren't broadcasting to the General chat things you only need your group to know. So you've reached the zone you're going to hunt in. Now what? Ask the party leader! He or she is the one who put this shindig together and, as the leader, calls the shots. This means no arguing or trying to take over. If you think the leader is not doing a good enough job, leave the group. If the leader, let's call him Bob, says 'Okay Ranger, track some mobs that con dark blue and bring them to us!' What the heck does that mean? It means you are the puller and your job is to bring the mobs to your group and commence with the whacking and killin'. Let your group know you're going to get a mob by saying something along the line of 'Pulling' so your group knows to expect a mob shortly. When someone says 'con', that is the color a mob's target circle is. Use your Tracking hot button to find mobs that are dark blue on the list and hit 'track'. You'll begin to see phrases like 'Festering hag is ahead and the right'. Follow the directions until you can see what you're tracking. Click on the mob and use your bow to fire a shot and get its attention. Now run like hell back to your group! There should be a tank(that's the player who has the most hit points and will do the majority of the whacking), a healer(usually a cleric who will hang back and heal the party after battle), and a magic user(an enchanter, shaman, necromancer, or you, the Ranger). The tank will take over and commence with the whacking. You should cast any DOT spells you have on the mob, and then whack away. Keep an eye on the mob's health meter. When it reaches 30%, cast a root spell to keep it from running away and calling for help. Depending on how many players in your group, you can pull up to 3 mobs at a time this way and rack up the experience and loot. Another good idea is to type/autosplit. This lets your group share the money when you loot a corpse. After a mob is dead, if there is any items on the body, ASK if you can have it before you take it. Some groups will give all the items to the player with the highest charisma(how pretty a player is) to sell to get the most money. You'll get the hang of grouping after a while and make some new friends along the way. You can add them to your friends list and look for them when ever you go online. The last and most important thing to remember is to let your party rest between battles. Heal anyone who isn't healing themselves. Replenish any buffs that will help your party, and share and food, water, or potions that will help. The more you can help your party, the better. Remember, this is a team effort and everyone must watch each other's backs. Have fun and good luck!
I Need Money!!!
It's the universal cry of all low level players, but fear not, my noobie bretheren, I have a low level solution! As a wood elf Ranger, I have an easy way to make money that doesn't have you waiting in the Bazaar for players to buy spiderling silks, or malleable loam. Its in the Butcherblock Mountains, located one zone west of Greater Faydark. Use your tracking hot button to keep an eye on the surrounding mobs and head west to the shoreline. Now head south and you will find two camps of goblins you can massacre and loot for cash. As long as you do not con Kill on Sight to dwarves, you can sell what you find to the dwarf camp located south of the goblin camps. The goblins respawn fairly quickly, and as long as you use your bow to pull each one to you individually, you can root it and hack away. Each camp has between 5 and 6 goblins each and as you rest and med between each kill, you can forage for food and water, and fish. When you're encumbered, you can head north along the shore and then east to Kaladim, the dwarven city, to unload your cash and start all over. This will net cash and experience, a win-win situation!
Time To Get Some Free Armor!
Ha! I knew I'd get your attention! When I say free, that means you must quest for it, and as the name of the game implies, there are a ton of stuff to get if you're willing to put in a little time. The best armor quest for low level Rangers is the Trushot Armor quest and when all is said and done, you'll have a nice set of bright green armor and be the envy of all your friends.
This quest starts in Greater Faydark and the person to speak with is Samatansyn Flamecaller. He's in the Faydark Champions building in Felwithe. Use your find button to located and hail him. After a bit of banter between the two of you, he will give you a Trueshot Assembly Kit and then it's time to go shopping! To save you the trouble if running back and forth crafting each part individually, I have a shopping list of ingredients:
For pair of Boots: 3 bricks of crude bronze (these are found on the orcs in Crushbone)
1 severed orc foot (also in Crushbone)
1 spider legs (found on any spiders in Greater Faydark)
For EACH Bracer: 1 brick of crude bronze
1 skleton tibia
1 pixie wing (found on pixie tricksters)
1 gypsy wine (bought in taverns in Greater Faydark)
For Coif: 2 bricks of crude bronze
1 royal jelly (found on the wasps)
1 spiderling eye (found on spiderlings)
1 ration (bought at general merchants)
For pair of Gauntlets: 3 bricks of crude bronze
1 orc ulna
1 orc tibia
2 orc finger bones (found on orc pawns in Greater Faydark)
For Legplates: 4 bricks of crude bronze
1 orc fibula (found on orc slavers or orc wardens in Crushbone)
1 orc clavicle
1 lighstone (found on will o' the wisps in Greater Faydark)
For Sleeves: 2 bricks of crude bronze
2 giant wasp venom sacs
1 large widow abdomen
1 white wine (bought in taverns in Greater Faydark)
For Tunic: 5 bricks of crude bronze
1 orc fibula
1 golden bandit tooth (found on bandits just south of Felwithe)
1 pristine forest drakeling scale
1 orc ribcage (found on centurians in Crushbone)
1 orc eye
Place the ingredients (unstacked, this means one in each square) in the assemble kit, and then go to the cultural armor forge in Felwithe. It's located up the ramp from the normal forge. Place the assembly kit and the mold for whatever you're crafting into the forge. (DO NOT place the mold into the assembly kit.) Then equip your armor and return to Samatansyn for your next mold.
Once you have this nifty suit of armor, Samatansyn asks a favor. BONUS! He'll make you a nice long sword if you retrieve a master key and 2 orc eyes. These are found in Crushbone, if you haven't already guessed. When all is said and done, you'll look like a leprechaun but your armor class (AC), strength (STR), and stamina (STA) will be much better... and you can hit magical creatures and do damage! What a deal!
This quest starts in Greater Faydark and the person to speak with is Samatansyn Flamecaller. He's in the Faydark Champions building in Felwithe. Use your find button to located and hail him. After a bit of banter between the two of you, he will give you a Trueshot Assembly Kit and then it's time to go shopping! To save you the trouble if running back and forth crafting each part individually, I have a shopping list of ingredients:
For pair of Boots: 3 bricks of crude bronze (these are found on the orcs in Crushbone)
1 severed orc foot (also in Crushbone)
1 spider legs (found on any spiders in Greater Faydark)
For EACH Bracer: 1 brick of crude bronze
1 skleton tibia
1 pixie wing (found on pixie tricksters)
1 gypsy wine (bought in taverns in Greater Faydark)
For Coif: 2 bricks of crude bronze
1 royal jelly (found on the wasps)
1 spiderling eye (found on spiderlings)
1 ration (bought at general merchants)
For pair of Gauntlets: 3 bricks of crude bronze
1 orc ulna
1 orc tibia
2 orc finger bones (found on orc pawns in Greater Faydark)
For Legplates: 4 bricks of crude bronze
1 orc fibula (found on orc slavers or orc wardens in Crushbone)
1 orc clavicle
1 lighstone (found on will o' the wisps in Greater Faydark)
For Sleeves: 2 bricks of crude bronze
2 giant wasp venom sacs
1 large widow abdomen
1 white wine (bought in taverns in Greater Faydark)
For Tunic: 5 bricks of crude bronze
1 orc fibula
1 golden bandit tooth (found on bandits just south of Felwithe)
1 pristine forest drakeling scale
1 orc ribcage (found on centurians in Crushbone)
1 orc eye
Place the ingredients (unstacked, this means one in each square) in the assemble kit, and then go to the cultural armor forge in Felwithe. It's located up the ramp from the normal forge. Place the assembly kit and the mold for whatever you're crafting into the forge. (DO NOT place the mold into the assembly kit.) Then equip your armor and return to Samatansyn for your next mold.
Once you have this nifty suit of armor, Samatansyn asks a favor. BONUS! He'll make you a nice long sword if you retrieve a master key and 2 orc eyes. These are found in Crushbone, if you haven't already guessed. When all is said and done, you'll look like a leprechaun but your armor class (AC), strength (STR), and stamina (STA) will be much better... and you can hit magical creatures and do damage! What a deal!
Friday, November 2, 2007
Having Trouble Recovering Your Corpse?
One of the most frustrating and annoying things about playing Everquest is that you get killed. A lot. Unless you have a 'twinked' character(one with weapons and armor that it could not get at the level it currently is), you can spend a hour or more trying to get all the things that are sitting on your body when you died. So what's a noobie to do?
Because I solo my Ranger often, I have learned a few tricks of the trade to make it somewhat easier to retrieve my stuff without too much trouble. The first thing to do is to familiarize yourself with a place in the Plane of Knowledge called the Guild Lobby. It is located on the west side of the plane, and it has several important areas that will assist you in recovering your corpse in a speedy fashion. There are soulbinders that will bring you back to the lobby when you die, bankers to retrieve saved money, reagent merchants to buy soulstones, and priests to summon your body from wherever you were killed. There's also an augment sealer to put those nifty new augment stones into your gear.
This wondrous place comes at a price, however. To retrieve your corpse with the aid of a priest, you must purchase a soulstone from the reagent merchant. The prices vary on what level your character is. You then give the priest the soulstone and he summons your corpse. If you've died multiple times, all of your corpses will appear. Dying multiple times can get expensive, especially as your character goes up in levels. If you choose this route to get your dead body back, remember to find out how much it costs to buy a proper level soulstone BEFORE heading out. It may be a good idea to buy a soulstone and put it in the bank ahead of time. The soulstones usually go in multiplies of 10 in levels, so a minor soulstone may summon the corpse of a player from level 10 to level 20. Get the idea?
One of the many perks of the Guild lobby is that many times a cleric is around broadcasting resurrections (rez) and temperance (temp). Resurrection will give you back some of your experience you had before you died, and Temperance is a blessing that will increase your hit points. Sometimes they want a donation, but usually not. I never go around begging for a rez or temperance because they are offered so freely. Sometimes players will loan money to you if you need it to buy a soulstone. If some one is kind enough to help you out in this way, pay them back ASAP. News about players deeds travels fast in the realm, and you could quickly find yourself ostracized. I will use this route only if I was dumb enough to die somewhere I was not familiar with, or kept getting killed physically trying to get to my corpse. I work hard for my platinum and take a different approach to reduce the amount of times I get killed and an easy way to physically trek to get my corpse. I try to hunt in a zone that has a portal book that I can zone out of easily. If I die, I return to the guild lobby and just take a portal stone in the plane of knowledge. I usually end up within a few feet of my dead body and can loot it within seconds. Saves me money to buy a soulstone, albeit no hotzones are located only one portal stone away. Sony Online Entertainment (SOE) changes hotzone every few months to get players to areas they may not have been to in a while.
Because I solo my Ranger often, I have learned a few tricks of the trade to make it somewhat easier to retrieve my stuff without too much trouble. The first thing to do is to familiarize yourself with a place in the Plane of Knowledge called the Guild Lobby. It is located on the west side of the plane, and it has several important areas that will assist you in recovering your corpse in a speedy fashion. There are soulbinders that will bring you back to the lobby when you die, bankers to retrieve saved money, reagent merchants to buy soulstones, and priests to summon your body from wherever you were killed. There's also an augment sealer to put those nifty new augment stones into your gear.
This wondrous place comes at a price, however. To retrieve your corpse with the aid of a priest, you must purchase a soulstone from the reagent merchant. The prices vary on what level your character is. You then give the priest the soulstone and he summons your corpse. If you've died multiple times, all of your corpses will appear. Dying multiple times can get expensive, especially as your character goes up in levels. If you choose this route to get your dead body back, remember to find out how much it costs to buy a proper level soulstone BEFORE heading out. It may be a good idea to buy a soulstone and put it in the bank ahead of time. The soulstones usually go in multiplies of 10 in levels, so a minor soulstone may summon the corpse of a player from level 10 to level 20. Get the idea?
One of the many perks of the Guild lobby is that many times a cleric is around broadcasting resurrections (rez) and temperance (temp). Resurrection will give you back some of your experience you had before you died, and Temperance is a blessing that will increase your hit points. Sometimes they want a donation, but usually not. I never go around begging for a rez or temperance because they are offered so freely. Sometimes players will loan money to you if you need it to buy a soulstone. If some one is kind enough to help you out in this way, pay them back ASAP. News about players deeds travels fast in the realm, and you could quickly find yourself ostracized. I will use this route only if I was dumb enough to die somewhere I was not familiar with, or kept getting killed physically trying to get to my corpse. I work hard for my platinum and take a different approach to reduce the amount of times I get killed and an easy way to physically trek to get my corpse. I try to hunt in a zone that has a portal book that I can zone out of easily. If I die, I return to the guild lobby and just take a portal stone in the plane of knowledge. I usually end up within a few feet of my dead body and can loot it within seconds. Saves me money to buy a soulstone, albeit no hotzones are located only one portal stone away. Sony Online Entertainment (SOE) changes hotzone every few months to get players to areas they may not have been to in a while.
Thursday, November 1, 2007
Check out the New Hot Zones!!!
Level 20 The Castle of Mistmoore
Level 25 The Permafrost Caverns
Level 30 Trakanon's Teeth
Level 35 The Warsliks Woods
Level 40 The Dawnshroud Peaks
Level 45 Velketor's Labyrinth
Level 50 The Deep
Level 55 The Temple of Droga
Level 60 Nobles' Causeway
Level 65 The Halls of Honor
In case you don't know what a hotzone is, it's a zone that nets you more experience when you kill mobs there. The level guide is for a group with an average of that level. As a solo player, I would hunt a zone down from that your level is currently. A level 30 Ranger would probably want to hunt in the Castle of Mistmore. Speaking of which...
Want to get to the Castle of Mistmore? Find a way to make yourself invisible. Then get a Ranger to cast Spirit of the Wolf on you. You'll be traveling through Lesser Faydark, and the Brownies and Equestrielle the Corrupted are roaming around and can kill you instantly if you aren't hidden and can run fast. Take the Felwithe portal to Greater Faydark from the Plane of Knowledge. Go to the middle of the southernmost part of Greater Faydark to reach Lesser Faydark. As soon as you zone in to Lesser Faydark, start running to the southernmost part of the Zone. DO NOT RUN SOUTHWEST! There are two Brownie Scouts running around that can cast multiple Damage Over Time spells, along with a root spell that WILL kill you. Another lovely mob is the Black Horse known as Equestrielle the Corrupted, a unicorn that has lost her horn. She's a real pain in the tookus and hits for several hundred at a time. Trying to recover your corpse in this zone can be a challenge, so do yourself a favor and don't get killed here. Where was I? Oh, yeah... After getting to the southern part of Lesser Faydark, head west, avoiding the Teir'Dal camp along the way. These guys will overwhelm and kill you also, so be careful. My best advice is to Run, Run, Run. Do not stop to kill anything! Forage as you run, but do not stop until you reach a glade full of fairy dragons. If you want to keep your faction good with the faeries, don't kill anything here. The zone to the Castle of Mistmore is at the southwest part of Lesser Faydark and has a couple of turns, so if you've attracted anything, the edge of the zone is a good place to fight. Be prepared to fight as soon as you zone in to Mistmore. A roaming mob is sometimes waiting at the entrance and will immediately attack you. Trains are famous here, so zone out to rest. Lots of weapons and money to be found, so have a good time...
Level 25 The Permafrost Caverns
Level 30 Trakanon's Teeth
Level 35 The Warsliks Woods
Level 40 The Dawnshroud Peaks
Level 45 Velketor's Labyrinth
Level 50 The Deep
Level 55 The Temple of Droga
Level 60 Nobles' Causeway
Level 65 The Halls of Honor
In case you don't know what a hotzone is, it's a zone that nets you more experience when you kill mobs there. The level guide is for a group with an average of that level. As a solo player, I would hunt a zone down from that your level is currently. A level 30 Ranger would probably want to hunt in the Castle of Mistmore. Speaking of which...
Want to get to the Castle of Mistmore? Find a way to make yourself invisible. Then get a Ranger to cast Spirit of the Wolf on you. You'll be traveling through Lesser Faydark, and the Brownies and Equestrielle the Corrupted are roaming around and can kill you instantly if you aren't hidden and can run fast. Take the Felwithe portal to Greater Faydark from the Plane of Knowledge. Go to the middle of the southernmost part of Greater Faydark to reach Lesser Faydark. As soon as you zone in to Lesser Faydark, start running to the southernmost part of the Zone. DO NOT RUN SOUTHWEST! There are two Brownie Scouts running around that can cast multiple Damage Over Time spells, along with a root spell that WILL kill you. Another lovely mob is the Black Horse known as Equestrielle the Corrupted, a unicorn that has lost her horn. She's a real pain in the tookus and hits for several hundred at a time. Trying to recover your corpse in this zone can be a challenge, so do yourself a favor and don't get killed here. Where was I? Oh, yeah... After getting to the southern part of Lesser Faydark, head west, avoiding the Teir'Dal camp along the way. These guys will overwhelm and kill you also, so be careful. My best advice is to Run, Run, Run. Do not stop to kill anything! Forage as you run, but do not stop until you reach a glade full of fairy dragons. If you want to keep your faction good with the faeries, don't kill anything here. The zone to the Castle of Mistmore is at the southwest part of Lesser Faydark and has a couple of turns, so if you've attracted anything, the edge of the zone is a good place to fight. Be prepared to fight as soon as you zone in to Mistmore. A roaming mob is sometimes waiting at the entrance and will immediately attack you. Trains are famous here, so zone out to rest. Lots of weapons and money to be found, so have a good time...
Welcome to the Range!
I am the Lone Ranger... a Wood Elf dedicated to exploring the realm of Everquest and report all the things you need to know about zones, spells, weapons, armor, items, guilds, servers, money, tradeskills, quests, leveling, and grouping. Every day, I'll bring you new information about areas I have explored, things I have found, and tips and tricks to help advance your ranger and get the most out of the game. All the information presented here are things I have done in-game with varying results. A Ranger can fight with weapons and cast spells... a feat I like to call multi-tasking. And not all classes can do it, so choosing to play a Ranger was a no-brainer for me.
A Ranger is one of the most versatile characters to play in Everquest, and definately one of the easiest to solo. 'But Everquest is a game for groups, why solo?' Soloing is the best way to learn how to play your character, advertise what you can do when you want to group, and generally get the most out of the game. Once you get the hang of playing a Ranger, you'll find a group with no problem. It's one of the classes that everyone likes to group with. Rangers can track mobs(these are the monsters you kill to get experience), heal players, slow retreating mobs(so they can't warn their higher level friends to come and wipe out you or your group), and attract mobs from far away using their bow, preventing that long trek looking for mobs that will give experience when killed.
A Ranger is one of the most versatile characters to play in Everquest, and definately one of the easiest to solo. 'But Everquest is a game for groups, why solo?' Soloing is the best way to learn how to play your character, advertise what you can do when you want to group, and generally get the most out of the game. Once you get the hang of playing a Ranger, you'll find a group with no problem. It's one of the classes that everyone likes to group with. Rangers can track mobs(these are the monsters you kill to get experience), heal players, slow retreating mobs(so they can't warn their higher level friends to come and wipe out you or your group), and attract mobs from far away using their bow, preventing that long trek looking for mobs that will give experience when killed.
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