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EverQuest II

i just got the game today (Im getting wowed out but Ill keep playing both off and on)


which server should I join? I wanna play with people from gaf
 

Bobety

Member
Yeah I'd like to know too, how are you setting up your hotkeys with 3 rows like that? I'm only lvl 10 and I'm already running out of space.
 

ManaByte

Gold Member
Bobety said:
Yeah I'd like to know too, how are you setting up your hotkeys with 3 rows like that? I'm only lvl 10 and I'm already running out of space.

Right click your hotbar and select "open new hotbar". I currently have four.
 

shoplifter

Member
Sal Paradise Jr said:
Hey shoplifter, what UI mod are you running in those screens. While i think the default ui is pretty nice, never hurts to add.


I'm using a few mods from eq2interface. Right now I'm using the 3/4 size hotbar, some xp bar mod, the quest log mod that puts it into two vertical side by side windows, and an inventory mod.

I REALLY like them, and I couldn't possibly go back at this point. Toss me a PM if you want them, I can zip them up and send them as a package.
 

ManaByte

Gold Member
My guild did the ENTIRE Shiny Brass Halberd quest tonight from beginning to end. The group I was in took just over four hours to finish it since we were a bit low for the captain and died three times trying to take the keep where he spawns (and he has a four hour respawn).
 

Bobety

Member
ManaByte said:
Right click your hotbar and select "open new hotbar". I currently have four.

Ahh thanks, that'll come in handy.

Man i just did a quest in freeport where i had to collect 15 armadillo hides, so i finally finished it and turned it in to the guy, and he said "take this and never forget my generosity!" but i DIDN'T GET ANYTHING!! I just got the exp but not the armour he said he'd make for me, nothing! I also looked it up and apparently i was supposed to get a shield of some kind...so i don't know what to do, should i contact a GM or something?

edit- figured it out, for some reason it wouldnt let me receive my quest reward until after i chose which ability to specialise in (i was having a hard time deciding)
 

ManaByte

Gold Member
I just finished both Zek - The Orcish Wastes and The Enchanted Lands Access quests in one hour. Did both boat rides.

Zek is awesome. Huge Orcish strip mine job of the areas that used to be Surefall Glade and Jaggedpine Forest.

Enchanted Lands is really cool for EQ players since that is Misty Thicket and Rivervale is there with the Fool's Gold tavern!
 

shoplifter

Member
Usually crowded, and filled with social mobs. Some groups will be dicks and ride behind you up to the named mobs then run ahead and take them.

It is a fun zone though, just have to be careful.
 

ManaByte

Gold Member
I think tomorrow I'll try to finish the Tomb of Valor and Nek castle access quests, spent most of the weekend crafting thanks to their double exp crafting bonus this weekend.
 

nubbe

Member
I recommend everyone to do the Tower of the Drafling access quest as soon as possible.
It is like the coolest zone ever.
 

Vark

Member
Okay, just made a character on Splitpaw, Halfling Scout named Uthan (since Mistmoore was high population when i signed on, gonna make another character some other time)

Stupid question, I did the Isle of Refuge stuff and I need to get my Qeynos citizenship. I'm in Baubleshire and it says to go clear stuff out 'in the caves'.

What caves? Do they mean the catacombs? My XP is maxed out and I don't get jack for killing anything right now until i do this and I don't want to run around wasting hours looking for some vaguely named area.
 
Vark said:
Okay, just made a character on Splitpaw, Halfling Scout named Uthan (since Mistmoore was high population when i signed on, gonna make another character some other time)

Stupid question, I did the Isle of Refuge stuff and I need to get my Qeynos citizenship. I'm in Baubleshire and it says to go clear stuff out 'in the caves'.

What caves? Do they mean the catacombs? My XP is maxed out and I don't get jack for killing anything right now until i do this and I don't want to run around wasting hours looking for some vaguely named area.


Go to the spot marked "Mariner's Bell" on the map in Baubbleshire, and use that to port to "The Caves".
 

ManaByte

Gold Member
Vark said:
Okay, just made a character on Splitpaw, Halfling Scout named Uthan (since Mistmoore was high population when i signed on, gonna make another character some other time)

High population doesn't mean anything. Even if it says the server is full, you can still create a character a login. There are no server ques in EQII.
 

ManaByte

Gold Member
Now THIS is how you do patching for a MMORPG (not retarded BitTorrent):

The EverQuest II launchpad provides a handy way to download optional files in the background while your computer is idle, allowing you to jump into the action right away. This is made possible through a technology developed by Microsoft called BITS (Background Intelligent Transfer Service) which allows us to send optional downloads to your computer a little bit at a time. Since some of our optional updates can be rather large in size, this allows you to spend less time downloading and more time playing. Files are received transparently in the background while your computer isn't busy doing other things.

Please note that this feature requires the use of Windows XP or Windows 2000.

To enable background downloading, run EverQuest II and click "Download Options" on the launchpad. Select the optional audio packs you would like to download and check the "Background Download Optional Packs" box. Then click the "Save Changes" button.

We recommend that you do not toggle this feature on and off frequently, as this can cause active background downloads to be aborted.
 

Vark

Member
Go to the spot marked "Mariner's Bell" on the map in Baubbleshire, and use that to port to "The Caves".

bwaha, thank you. Didn't realize the bell was for that sort of thing... stupid non informative NPC's.
 
Got my new main a Human Warrior up to level 12 today.

Crafting at this point i'm going to put off for awhile. While I still plan to continue my harvesting, I just can't wrap my mind around how complex it all seems. I don't even know where the crafting instance is in my town, where to buy fuel, and a billion other insignificant questions that start to add up.

I feel sorry for whichever guild decides to invite me, 'cause they're basically gonna get a question-generating PC unknowingly. :lol

All is good though, means there's just a shitload to learn.
 

ManaByte

Gold Member
I just the double crafting experience this weekend to hit Craftsman. Going to go Carpenter. I'm not too interested in doing armor or weapons, because that's what everyone does. I'm just going to make house items :D
 

Vark

Member
I'm officially daunted by the crafting.. can anyone make anything? Or is it like WOW where you have to declare a profession?

I'm daunted in a good way though depth in an MMORPG? Say it ain't so!

Now if i can just figure out why the game keeps freezing on my PC :(
 

ManaByte

Gold Member
Vark said:
I'm officially daunted by the crafting.. can anyone make anything? Or is it like WOW where you have to declare a profession?

I'm daunted in a good way though depth in an MMORPG? Say it ain't so!

Now if i can just figure out why the game keeps freezing on my PC :(

Everyone starts out as an Artisan as their crafting profession. You level up your crafting profession separate from your adventuring profession, but they branch off in the same way. At 10 you need to choose your crafting class (outfitters make weapons and armor, craftsmen make food, fletching, and furniture, and sages handle alchemy and spell crafting). Then at 20 you select your crafting sub-class (Armorer, Weaponsmith, etc.)
 

Malakhov

Banned
Because of lack of time I've got a brand new copy of EQ2 to sell with an account of course. Let met know if someone wants it, send me a PM.
 

shoplifter

Member
I guess we're doing a Cauldron Hollow raid tonight, should be fun, and I need it to finish Ghoulbane anyway. Anyway, here's a few pics with most details set at ridiculous (IE unplayable with a 9800pro). I can't wait for a 512MB Vidcard. The game will just be amazingly beautiful.

EQ2_000141.jpg

EQ2_000142.jpg

EQ2_000144.JPG
 
Good lord, it's hard to believe that's the same armor I'm wearing.

EQ2_000005.jpg


Anyway, how about others post their characters. Let's see what everyone looks like :)
 

shoplifter

Member
A few pics of the raid last night, a little surprising that no one died since it was essentially a pickup raid and there were a few retards who were neither the MT or MA that decided they were going to taunt mobs.

EQ2_000145.jpg

EQ2_000149.jpg

EQ2_000151.jpg

EQ2_000156.jpg

EQ2_000159.jpg
 

nubbe

Member
Everfrost and Permafrost are the most awesome zones.
The mood and great looks can't be justified by pictures... sadly. The music is also great.

It is quite magnificent to run on the Permafrost tunnel and have the fort emerge before your eyes. Just awesome.
EQ258.jpg


Vox is sitting on her pedestal looking all nasty. Would love to take a shot at her… but she AE for 3500.. :p
EQ260.jpg


The statue room has great quests and looks awesome
EQ261.jpg


Fighting giants is always fun.
EQ268.jpg
 

ManaByte

Gold Member
This is awesome :lol

http://eq2vault.ign.com/fullstory.php?id=5774

"EverQuest II - 325,000 Players Strong, No Waiting

EverQuest II continues to grow at an amazing rate, not just in the number of players that have fallen in love with the game's rich, entertaining content, but also in the physical size of the world. We've got over 325,000 people logging in to our servers every week, with no delays or wait times and the game they are playing is only getting better.

Below are a few reasons why we believe that if you aren’t currently playing EverQuest II, you should be. We are committed to our player base and are very passionate about making EverQuest II the best MMO game.

Open Communication
Sony Online has an amazing community relations team that listens to players’ feedback, and let them know what is going on with EverQuest II. Our development team and even our president, John Smedley, often respond personally to players, so players can rest assured that SOE is listening (and reading) and we do care what our subscribers think. Many of the changes that have already been made to EverQuest II (i.e. more solo content, new interfaces, and even quest content) have been a direct result of community feedback.

325,000 Players, No Waiting -- SOE Subscribers Can Play the Game They’re Paying to Play, When They Want To
We believe strongly in ensuring that the players can get into EverQuest II whenever they want. Understandably, all MMO games have downtime for maintenance and patching, but we don’t believe in making our players wait in line to play our games. They’re paying a monthly subscription to play a game and our job is to work hard to let you play it as much as, and when, they choose.

Tons of Content Added Since Launch
Since launch, an enormous amount of free content has been added to EverQuest II. In addition to changes that made the game more fun for soloists and group players alike, more than 1100 quests have been added to the game since launch on November 8th. We've added more than 1200 new items to the game, including more craftable items for tradeskillers, and more loot around the world. Almost 400 new spells have been added and we've worked diligently to make sure our spell effects are as eye-catching as they are powerful. Recently, we added 8 new areas to the world, so there are now well over 100 zones in the world of EverQuest II to explore.

That's not all. We have a very long list of new features, additions, and gameplay enhancements that make EverQuest II even more fun to play, including:

- Greatly increased solo and small group experience rewards
- Mentoring allows higher-level players to “group down” with lower-level players
- Lots of new armor looks
- Two new dungeons available for level 25 to 30 groups
- A dozen new level 50 epic raid zones have been added, including the Draconic quests
- Eight new instanced dungeons for both soloers and groups
- More encounters added for soloers and small groups, including advanced solo encounters
- Tons of new quests, many for solo players
- Sabotage quests that allow you to strike at your rival city
- Training spells added as yet another way to personalize your character
- New examine information added to explain the benefits of spells, arts, food, drink, poisons, and potions
- Brawlers get built-in shields
- Guild followers can now spend the status they earn at city merchants
- Easier to equip rings, wrist items, and weapons
- Maps now show your current heading
- Lots of UI tweaks and enhancements
- Revamped Heroic Opportunities, making them more fun and visually dynamic
- Vitality indicator added to your XP bar
- Tabbed chat windows have been added to organize your conversations
- See what your target is attacking with the new Implied Target window
- More precise, informative AC values
- New heritage quests, including Golden Efreeti Boots and the Crown of King Tranix
- A new con system that allows you to see important information on enemies before you attack
- Longer durations for short-term group buffs and single-target buffs
- Less fizzles on spells meaning more damage more often
- Shorter timers and fewer restrictions on instanced zones
- House pet naming
- All tradeskill classes can now refine their own materials and components
- Wizards and Warlocks go nuke happy with more damage
- Tanks now tank better with increased mitigation
- Easier search abilities so you can find potions, poisons, activated items, and food
- Even more voiceover available for optional download

All of this new content has given players a reason to come back to our world again and again, and we're continuing to make gameplay improvements every month.

Today, Sony Online Entertainment would like to invite players from any game that may be experiencing lines to log in to their servers, a lack of customer service attention, or a lack of new, free game content, to play the EverQuest II Trial of the Isle demo -- We think you'll agree that EverQuest II is a fun, engaging experience that you have to see to believe.

We hope to see you in the world of EverQuest II soon."
 

shoplifter

Member
Just bought the adventure pack. I guess people who preorder have access to an instanced zone early or something.
 

ManaByte

Gold Member
shoplifter said:
Just bought the adventure pack. I guess people who preorder have access to an instanced zone early or something.

Yes, you can do the Access Quest for the main part early. It's 30+. Just started it. You get a ring that sends you to this new instanced zone that's between the Nek docks and the Gul'Thex Citadel in Nektulos.
 

ManaByte

Gold Member
Ok it's pretty cool.

First you /claim the ring.

Then you go to the burial grounds in Nektulos (new zone)

You go to a casket and disturb all the grave stones in the area (spawns a 35^ mob)

Open casket and examine the crest inside.

Go to Timber Falls in Nek.

Return to Burial grounds.

Kill the named and guards. If you kill this ghost it makes the wall breakable. You can smash down the wall and fight a level 35 Vampire.

After that you need to find a way into a cave behind Timber Falls, but no one has gotten past that yet.
 

Suikoguy

I whinny my fervor lowly, for his length is not as great as those of the Hylian war stallions
The new patch is awesome, tons of fixes and additions.
After seeing all the work they have done to "finish" the game, and now beyond that, I resubscribed this month and am enjoying myself more.

If they keep this up, I may not bother going back to WoW

Also, they finally got off their high horse regarding solo content :D
Now if only they fix the auction system...
 

ManaByte

Gold Member
Suikoguy said:
The new patch is awesome, tons of fixes and additions.
After seeing all the work they have done to "finish" the game, and now beyond that, I resubscribed this month and am enjoying myself more.

If they keep this up, I may not bother going back to WoW

Also, they finally got off their high horse regarding solo content :D
Now if only they fix the auction system...

The auction system is that way for a reason:

http://eqiiforums.station.sony.com/eq2/board/message?board.id=Newbie&message.id=95059#M95059
But I will state once again that we are unlikely to change the way vendors work. While offline buying and selling is convenient, it makes items and cash move through the economy at a much more rapid pace than we'd like. Instead of creating an environment where you adventure for loot and interact with artisans to obtain gear, it creates an online shopping mall where anything you want is a mouse click away.

Our market system creates a middle ground between automation and standing in a tunnel shouting. If you're looking for a particular item, it may take more than one trip to the broker to locate it. We don't really see that as a bad thing.

Keep in mind that we plan to add the ability for artisans to flag themselves as "looking for work," which will allow those crafters who opt to avoid vendor mode a way to create and sell items to eager buyers.

http://eqiiforums.station.sony.com/...id=general_tradeskill&message.id=18076#M18076
We understand that offline vending makes buying and selling easy, and some players would like the convenience of this feature.

However, there is a downside to such convenience. The ability to instantly buy any item at any time changes the fundamental experience of the game. Instead of logging in to seek adventure, you're logging in to go to an online shopping mall. The fun of this game is meant to be in going out and killing monsters to get loot and finding components to make items, not clicking the mouse a few times to have whatever you want.

The online vendor model allows a lot of convenience while still putting limitations on the flow of items and cash in the market. The economy is bound to grow quickly on its own, and we prefer not to accelerate the pace immediately by making buying and selling instantly trivial.
 

ManaByte

Gold Member
The patch went live today:

*** Headlines ***

- Act as a Mentor for your lower-level friends with our new Mentoring system!
- New treasure is available for solo players and small groups!
- Grouping made even better with a reduction in shared XP debt!
- Solo and small group XP increased even more, especially for players over level 30!
- Artisans can let buyers know they're available with the new /LFW (looking for work) tag!
- Quest coin and experience rewards have been increased!
- Friends and guilds can now share housing more effectively.
- Experience a new level 50 epic battle in The Deserted Mine!
- Enjoy a new solo instance in the Commonlands: Valley of the Rogue Magi!


*** Mentoring ***

- Act as a Mentor for your lower level friends with the new Mentoring system!
- When you right click a lower-level group member, you will see an option to Mentor them.
- Selecting "Mentor" will set your level to that of your lower-level friend, and you will operate at the same effective level as your group mate.
- The Mentor and Apprentice will receive experience, loot, and quest credit as if the Mentor were the same level as the Apprentice. Mentors, be sure to revisit any of those quests or locations that you may have missed along the way!
- The Apprentice will receive an experience bonus while under the guidance of a Mentor. Up to five other players can act as a Mentor for a single player at the same time (each increasing the experience bonus).
- Mentors receive experience and advance toward their actual level while mentoring; the rate at which they receive XP depends on the level of their Apprentice. Mentoring someone below level 20 will earn very little XP for the Mentor, while taking an Apprentice that is level 25 or higher will earn a greater percentage of experience for the Mentor.
- The effectiveness of your gear will scale down in level. You don't need to go out and get different gear to Mentor friends of different levels.
- While you are Mentoring, you can use any of your abilities that you would normally have available at that level.
- The Mentor's skill values equal those of a character with 80% XP toward their next level.
- You can select "Stop Mentoring" if you wish to cease acting as a Mentor to your ally.
- If the Mentor or Apprentice leaves the group or exits the game, the Mentor will return to his or her original level.
- When one player starts Mentoring another, all maintained spells will be dropped from the Mentor.
- A player who is being Mentored is not allowed to Mentor someone else.
- You cannot turn off Mentoring while you are dead. If the group (or the Apprentice) disbands while you are dead, you stop Mentoring but remain dead until you release from your corpse or are revived.
- Mentors will only gain combat XP when they are within reward range (50 meters) of their Apprentice.
- Mentors will only gain XP if their Apprentice also gains experience.


*** Solo and Small Group Loot Improvements ***

- All solo and small group encounters in the following zones now have the chance to drop improved treasure: Antonica, the Commonlands, Nektulos Forest, Thundering Steppes, the Orcish Wastes, the Enchanted Lands, Rivervale, the Feerrott, Everfrost, and Lavastorm.
- It will be easier to collect sets of armor and accessories from certain types of creatures. A solo creature that drops a given armor type is likely to drop additional armor pieces of the same type. A creature that drops accessories is likely to drop more accessories.
- More loot! You will now see more items of various levels drop than ever before.
- There is now greater variety in the volume and type of loot that normal solo creatures and advanced solo/small group encounters will drop.
- Encounter drops are now separated by the high and low levels for each zone. For example, level 12 solo encounters in Antonica will drop level 10-14 appropriate gear, spells, and recipes. A level 16 solo encounter in Antonica will drop level 15-19 items.
- Progressive solo population has been added to the Enchanted Lands, the Orcish Wastes, and Thundering Steppes.


*** Increased Solo and Small Group XP ***

- Solo and small group experience has been increased again to further enhance the solo/small group game. Players over level 30 will especially notice an increase in solo and small group XP rewards.


*** New Zones ***

- New Level 50 Raid Zone: The Deserted Mine can be entered from the Orcish Wastes. Protect the Coercer you find within, or who knows what might happen!
- New Solo Instance: Valley of the Rogue Magi can be found in the Commonlands near Matthias Siegemaker. Encounter elementals, gargoyles, skeletons, zombies, and more foul creatures within.


*** Looking for Work (/lfw) ***

- Artisans can now let other players know they are willing to take crafting requests with the /lfw command.
- Using /lfw works much like the /lfg (looking for group) tag. Players can perform a "/who lfw" command and find artisans willing to take crafting requests.
- Players can also search for a specific profession, such as "/who carpenter" for a list of Carpenters who are online or "/who lfw alchemist" to get a listing of Alchemists currently flagged as looking for work.


*** The Bloodline Chronicles ***

- The Hand of Marr and Brethren of Night have moved their camps deeper into Nektulos Forest as they continue their research into the strange affliction plaguing the people of Freeport and Qeynos.
- The grinnin that remain in the forest have moved further downstream.


*** Gameplay ***

- We have reduced the percentage of XP debt shared by group members.
- Improving your Swimming skill now increases the speed at which you swim.
- Encounter behavior has been changed such that if an encounter breaks and would have reset (and respawned the same encounter), it will now check if it was overpowered or overmatched and, if not, it will instead unbreak and become a viable target for a short period of time. If the encounter is defeated successfully during that time, players will receive all of the original encounter XP bonus and some portion of the loot.
- The time required to camp out has been reduced from 30 seconds to 20 seconds.
- If a player was kicked from a guild while offline, their spendable guild status points will no longer be lost once they rejoin a new guild.
- Encounters should no longer break if your pet lands the final blow on a wild dog in The Sprawl.
- All group members in the same zone when a guild is created should automatically receive an invitation to join it.
- A pop-up message will now let players know that they must use their boat tickets before camping or leaving the zone.
- Flying mounts should no longer have a random orientation when they first start flying.
- Fixed an issue that was sometimes preventing an encounter from ever resetting after being broken.
- Characters who have more than 100% XP in their current level but have not gained a level due to a hallmark restriction (such as their class quest) will no longer be prevented from entering zones tied to those quests.
- Experience earned through questing is no longer affected by Mentoring, Vitality, or any other XP modifier (except for paying back XP debt).
- If an aggressive opponent would con red to the lowest-level member of the group but instead cons gray to the group because of its average level, the NPC will remain aggro and attack all the members of that group. A normally aggressive creature that will not aggro should no longer have a red border around its name. In short: grey mobs that have a red border will attack your group; grey mobs without a red border will not.


*** Housing ***

- Items marked No Trade can be placed in a house by trustees or the owner.
- All No Trade items placed in a house remember who placed them and can only be picked up by that character.
- The house owner and any Trustees can move any No Trade items placed in the house.
- The house owner can destroy No Trade items not owned by them.
- No Trade items already placed in houses before the update are treated as follows:
- If items with identical names are found in the house, the first four items of the same type are set to No Owner.
- No Owner house items cannot be picked up until they are claimed. The "pickup" menu item is replaced with a "claim ownership" menu item for these items.
- After the first four identical items are set to No Owner, all subsequent items of the same type are automatically owned by the house owner.
- If the Owner of the house wishes to claim all No Owner items, that character can use the command /house_own_all to do so.
- If the Owner of the house uses the "Collect Contents" button, they will NOT pick up No Owner items, they must explicitly claim those items using the right click menu or /house_own_all.
- Example: A house contains three "Know your Gnolls" books and twelve Simple Forges. All three "Know your Gnolls" books become No Owner and can be claimed by any trustee or the house owner. Four of the Simple Forges become No Owner and can be claimed by any trustee or the house owner. Eight of the Simple Forges are automatically owned by the house owner and can only be picked up by that character.


*** Zones and Population ***

- Skeletons on the Isle of Refuge should now be solo encounters, except for those in the graveyard itself.
- Two relics have been found in Lavastorm that allow easier access to the entrance of Solusek's Eye. To use the relics, you must first discover them.
- You will now appear directly outside the door when exiting Solusek's Eye, and a safe area has been added to allows groups to gather.
- Sartar, Raster, and Cythan have gained a new ability that might take you aback.
- The merchants on or near the docks of Qeynos Harbor now sell fish meat rather than edible food.
- Fire Toad will be seen less frequently on the beach in Lavastorm.
- Harbinger will not be encountered as often in the Obelisk of Vul.
- The number of fishing spots in many outdoor zones has been reduced, making way for other harvestable resources.
- The success and failure boat timers for the following zones have been set to 25 minutes: the Orcish Wastes, the Enchanted Lands, Everfrost, the Fanged Sea, and Lavastorm.
- The Windstalker Rumbler should no longer break the encounter when attacked.
- The restrictions placed on zoning into Blood Skull Valley have been lessened; players can now enter with 1-24 people instead of 12.
- Modifications have been made to The Malevolent Knight in the Freeport Graveyard.
- Some modifications have been made to the Drayek event in Icebound.
- More elder hawks have been spotted near their nesting grounds in Thundering Steppes.
- Lower-level deer should no longer roam in the higher-level areas of Thundering Steppes.
- All solo encounters within A Pirate's Hidden Stash, The Rumbler Caves, and An Open Grave should now be of the correct difficulty.
- Rognon the Angler should no longer spawn twice in the same instance.
- Zoning out of the Crypt of Vox will now allow you to arrive in a safer location.
- Evacuating the dungeon instances in the Thundering Steppes and the Enchanted Lands should now take you to the dock area of those zones.
- Wildlife in front of the gnoll towers in the Thundering Steppes will no longer break the encounter when attacked.
- Advanced solo creatures in the Thundering Steppes will now be aggressive toward travelers.
- Gurk Strongarm will be found within the mill in the Orcish Wastes more often.
- A typo in the name of some lizardman encounters in the Feerrott has been fixed.
- The mariner's bell in Nektulos Forest that allows players access to the Enchanted Lands should now have the correct name.
- The reentry timer into the Cove of Decay has been fixed. Players should now be able to reenter the zone after two hours.
- Reentry timers have been added to Miragul's Menagerie, Icespire Summit, and Drayek's Chamber.
- The reentry timer into the Trembling Lagoon has been fixed. Players should now be able to reenter the zone after four hours.
- The reentry timer has been fixed for Zarvonn's Tower.
- Players attempting to access Heroic or Solo zones from Thundering Steppes, the Orcish Wastes, or the Enchanted Lands should now be able to make the choice much easier.
- The mouse-over text into instanced zones in Thundering Steppes, the Orcish Wastes, and the Enchanted Lands has been modified.
- Some inconsistently leveled NPCs in the Rumbler Caves have been set to an appropriate level.
- The reentry timer on the Vault of Flames has been modified.
- Ruins of Varsoon: Chamber of Immortality now has a reentry timer.
- The "overgrown bed of greenslade" should now be spelled correctly in the Feerrott.
- Douve Thule Sattar and Dread Satter in the Feerrott will now appear with less frequency.
- Guardian mist grinnins may now be found within Nektulos Forest.
- Group encounters in Lavastorm and Solusek's Eye will now drop treasure more frequently.
- Patrolling mobs should now be less likely to attack players in the Heart of Fear event.
- Players will be given a message when trying to enter an optional zone that they haven't downloaded.
- The following zones no longer have reuse timers if you fail the events inside:
- Antonica: Guild level 5 Qeynos raid
- Antonica: Guild level 5 Freeport raid
- Antonica: The Condemned Catacomb
- Antonica: Vale of the Shattering
- Antonica: Firemyst Gully
- Antonica: Foul Wind
- Antonica: Freeport 15 Guild Raid
- Antonica: Qeynos 15 Guild Raid
- Antonica: Vanudozalon's Lair
- Antonica: Arch Lich Uludan
- Antonica: Darathar's Lair
- All Qeynos class quest instances
- Edgewater Drains: Murkwater Nook
- Vermin's Snye: Sepulcher of Jahnda
- Crypt of Betrayal: Deathly Scarab Hive
- The Commonlands: Bloodskull Valley
- The Commonlands: Guild level 20 Qeynos raid
- The Commonlands: Guild level 20 Freeport raid
- The Commonlands: The Training Grounds
- The Commonlands: The Valley of Zarvonn
- The Commonlands: Guild level 10 Qeynos raid
- The Commonlands: Guild level 10 Freeport raid
- The Commonlands: Guild level 30 Qeynos raid
- The Commonlands: Echoes of Time
- The Commonlands: Gobblerock's Hideout
- Everfrost: Icespire Summit
- The Feerrott: The Trembling Lagoon
- The Feerrott: Dythra's Lair
- The Feerrott: The Gathering of Fear
- The Feerrott: Meeting of Minds
- Lavastorm: The Sanctum of Fire
- Lavastorm: Maiden's Gulch
- Lavastorm: Maiden's Gulch, Draconic
- Nektulos Forest: Cauldron Hollow
- The Obelisk of Vul: The Vestibule
- Runnyeye: Chamber of Rulgax
- Runnyeye: Overlord's Throne Room
- Solusek's Eye: Bastion of Flames
- Solusek's Eye: Nagafen's Lair
- Solusek's Eye: The Infernal Forge of Ages
- South Qeynos: Scout subclass instances
- The Temple of Cazic-Thule: Screaming Mace subzone
- The Temple of Cazic-Thule: Sanctum of Fear
- The Temple of Cazic-Thule: Niscanith's Lair
- Everfrost: Menagerie
- Everfrost: Tobrin's Eyepatch subzone
- Everfrost: Ar'ticae's Lair
- Fallen Gate: Vault of the Fallen
- Fallen Gate: Trendaloz's Lair
- Thieves' Way: Den of the Darkblade Assassins
- Serpent Sewers: The Serpent's Lair
- Orcish Wastes: Deathfist Citadel
- Orcish Wastes: Deathfist Citadel, Draconic
- Permafrost: King Drayek's Chamber
- Permafrost: King Drayek's Chamber, Draconic
- Permafrost: Crypt of Vox
- Stormhold: Tomb of Valor
- Thundering Steppes: Cove of Decay
- Thundering Steppes: Treaty for Treasure
- Thundering Steppes: Freeport 25 guild raid
- Thundering Steppes: Qeynos 25 guild raid
- Thundering Steppes: Mjolni's Lair
- Thundering Steppes: Rognog the Angler
- Ruins of Varsoon: Chamber of Immortality


*** Quests ***

- Quest coin and experience rewards have been increased from this day onward. The experience increase will be especially noticeable in non-repeatable quests that are of a lower level than your character. You may want to complete any quests that you may have missed during your journeys in Norrath.
- Books providing details on the Norrathian calendar can now be found in each city's library.
- All items that initiate a quest have been changed to No Trade.
- Fixed an issue that would sometimes prevent players from starting the Feerrott access quest.
- Logan Belchbottom's "Lost Friend in Fallen Gate" can now be completed by those who outleveled the quest after receiving it.
- An item used in "Far Seas Supplier - Elven Attack" can now be obtained in order to complete the quest.
- The "Nektulos Creature Cataloging" quest will now require players to seek out "a dusk dart" instead of "a voracious bleeder".
- The quest "A Foul Wind" can now be found under the "Access" category.
- The quest "The Idol of Fear" can now be found under the "Access" category.
- "The Treaty For Treasure" quest can now be found under the "Access" category.
- Players should now be able to complete "Fresh Samples", even if they've already outleveled the quest.
- Tome quests in the Obelisk of Vul and Serpent's Sewer should now have a quest category added to them.
- A new version of "Children's Rhymes" has been added. Please note, the original version in a player's quest journal will remain unaltered.
- Permafrost tome quests will now be listed in the appropriate section of the quest journal.
- Taskmaster Deldrin's dialogue has been clarified.
- The "Karnath the Forgotten" quest in Thundering Steppes should now be easier to complete.
- Added the correct quest category to item and tome quests in Serpent's Sewer if they previously lacked them.
- Added the correct quest category to item and tome quests in the Obelisk of Vul.
- The target for the "Wanted Gnoll Bandit!" quest has been changed to a darkpaw raider.
- "The Fate of Fleshripper" should now update properly.
- The "Gut Ripper" quest will now need to be completed in order.
- The "Double-Plated Breastplate" quest will now need to be completed in order.
- The "Black Horn Ring" quest will now require players to harvest a Crimson Clay Pebble instead of mud stones.
- Players should now be able to complete the "A Mission for Midia" quest.
- Dialog issues with the "Of Spars and Sails and..." quest have been corrected.
- Rubbish the Scarecrow should once again be talking in the Secrets of Runnyeye quest.
- Rama’nai, Captain Ogof, and Captain Gaer will appear more frequently to assist those on the Greater Lightstone Quest.
- Lady Vox should no longer despawn in her crypt during the Draconic quests.
- The Herald of Nektropos can now be spoken to every 30 seconds instead of every 10 minutes.


*** City Sabotage ***

- Some Sabotage quest objects in South Qeynos, West Freeport, South Freeport, North Freeport, and East Freeport have been relocated.
- An inaccurate quest detail with "Towers of Stone" has been corrected.
- "A wandering cow" has been renamed "an infected cow".
- Players should now be able to interact with buckets in Qeynos.
- Quests will now be completed properly when returning to Gol M'Tun.
- Several sabotage quest items have been renamed in order to stay consistent with the requirements of the quest.
- "Sabotage: The Furious Cows" quest is now listed in the Sabotage category.
- "Sabotage: Halt the Expansion" quest should now be working correctly.
- "Sabotage: Sealed Lips" quest should now be working correctly.
- Interactive objects involved in the Sabotage quest series can now only be interacted with once.
- NPCs that are a part of the Sabotage Quest system should no longer offer quests to players without showing the offer window.
- The appearance of sabotage-related tents in Antonica has been changed to that of an open tent.
- Bait buckets for the sabotage quests in Antonica will now appear less frequently, allowing other targets to appear more often.


*** Items ***

- Prismatic weapons now have improved damage/delay and more effective procs.
- Merchants no longer sell items related to Erollisi Day.
- Heritage items are now No Trade. NPC merchants have a keen desire to get their hands on these rare items.
- The Inscribed Wooden Staff no longer has a typo in its name.
- Delacar's Axe of Savagery now uses the correct two-handed weapon animation.
- Bruise Forger Cestus now references the Fists damage type rather than Slash.
- Some turtle-related items (turtle meat, etc) now have proper icons.
- Some tooltips that mentioned "talbard" have been corrected to "tabard".
- Repair costs on heritage items have been reduced.
- Tutorial quest reward items are now flagged as No Value.
- The repair costs on heritage quest rewards have been adjusted.
- Sigil-Painted Linen Sleeves can now be equipped.
- Thulzite Gems now cost 5 gold. Additionally, lizardmen in the Temple of Cazic-Thule should drop them more frequently.
- The quality of the food and drink that players start with on the Isle of Refuge has improved.
- The Serrated Bone Dirk now has repair costs in line with other heritage quest items.
- Forearms of Forbidden Rites should now have the correct icon.
- The procs and regenerative effects on many rare and raid-quality items should now function correctly. This includes Golden Efreeti Boots, Prismatic weapons, Kiteshield of the King, Royal Greatflail, Vicious Sai, and more.
- The food and drink sold by merchants on the Isle of Refuge should now match those sold in the cities.
– The proc effect on the Screaming Mace will now grant additional power to go along with the increased power pool.


*** Spells and Combat Arts ***

Assassin changes:
- Slip Away should now function correctly and its description has been clarified.
- Assassin's Mark should now function correctly.
- Torment is now called Assassin: Torment to prevent confusion with the Inquisitor and Coercer versions of this art.

Bard changes:
- Denon's Deafening Strike will now share a reuse timer with Quick Strike.

Berserker changes:
- Press will now appear in the maintained spells window.
- Rupture will now appear in the maintained spells window.
- Tides of War will now appear in the maintained spells window.
- Bloodlust is now called Berserker: Bloodlust to prevent confusion with the Fury version of the art.
- Coup de Grace's description has been modified.

Brigand changes:
- Lurk and Craven Walk will now place a reactive feign death effect on the Brigand. The reactive effect will take place the next time the Brigand is damaged.
- Maddening Shot will now reduce the target's power.
- Low Blow and Dirty Blow have had their growth levels adjusted.
- Plead for Mercy now has an Apprentice IV quality spell effect.
- Waylay should now have an appropriate description reflecting that it has a chance to stun the enemy.
- Cuss Apprentice IV should now have the appropriate spell effect.
- Bum Rush now has the chance to interrupt your opponent.

Bruiser changes:
- Roughhouse Apprentice IV will now decrease deflection appropriately.

Cleric changes:
- Redoubt should now display a grammatically correct message when cast.

Coercer changes:
- Demoralizing Gaze should now function correctly.
- Bewilder's prose text should no longer have any grammar errors.
- Torment is now called Coercer: Torment to prevent confusion with the Inquisitor and Assassin versions of this spell.
- Mind's Eye, Dreadful Thoughts, and Consuming Thoughts have had their power reduction reduced to be more in line with that of Illusionists.
- Psychic Wail's effects now match its description.

Conjurer changes:
- Vexation can now be upgraded.
- Flameshield will now do Heat damage instead of Divine damage.
- Geotic Brand's buff effects will no longer fluctuate after zoning.
- Provocation and Vexation now tick at the proper interval.
- Fiery Doom will now appear in the maintained spells window.
- Flaming Agony will now appear in the maintained spells window.
- Spiked Rain will now appear in the maintained spells window.
- Aqueous Hunters now has a more water-based visual effect.
- Aery Stalker now has a more air-based visual effect.
- Rockslide's examine information no longer redundantly indicates that it "Casts Rockslide."
- Tellurian Recruit and Pandrus' Tellurian Hero now share timers.

Defiler changes:
- Degeneration, Atrophy, Contamination, Suppuration, Loathsome Seal, Tierbold's Pestilent Miasma, and Mizzmog's Sallow Degradation now correctly debuff stamina.
- Baleful Countenance's description has been changed to reflect that it has a fear proc.

Dirge changes:
- Wail of Woe now deals mental damage.

Druid changes:
- Elemental Amending should now give the appropriate resistances.
- Vigor now displays the appropriate text message when cast.

Fury changes:
- Call of the Hunt now provides an out-of-combat run speed increase.
- Feral Pulse will now transform the target into a ghost lion instead of a wolf. It should also correctly affect all nearby members of your group.
- Toxic Quills should now function as intended.
- Feral Tenacity now has an appropriate visual effect.
- Seizing Brambles should now function correctly.
- Bloodlust is now called Fury: Bloodlust to prevent confusion with the Berserker version of this spell.
- Dooming Swarm will now appear in the maintained spells window.
- Deadly Swarm will now appear in the maintained spells window.

Guardian changes:
- Ruin and Ferocious Charge will now do slashing damage over time appropriately.
- Anchor Apprentice IV now has an attack speed decrease.

Illusionist changes:
- Construct of Order, Construct of Light, and Basten's Construct of Light will no longer remove maintained effects.
- Dismay will now appear in the maintained spells window.
- Speechless will now appear in the maintained spells window.
- Unsar's Endearing Splendor's prose has been modified to reflect its intended functionality.
- Devitalizing Stare has had its power regeneration reduced slightly.

Inquisitor changes:
- Scolding Alleviation will now affect the entire group.
- Dogmatic Healing will now provide a minor attack speed increase.
- Oppression and Torment now correctly debuff stamina.
- Oppression now appears in the maintained spells window.
- Fanatical Reverence's description now indicates that it increases damage per second rather than attack speed.
- Reproach is now called Inquisitor: Reproach to prevent confusion with the Swashbuckler and Templar versions of this spell.
- Torment is now called Inquisitor: Torment to prevent confusion with the Assassin and Coercer versions of this spell.
- Several spells had grammar issues that were corrected.

Monk changes:
- Everburning Flame had its duration increased to 15 minutes.

Mystic changes:
- Fallacy had a spelling error in its prose that has been corrected.
- Delusion, Fallacy, Chimerik, Cry of the Ancients, Howl of the Ancients, and Kelian's Curse of Spirits now correctly debuff stamina.

Necromancer changes:
- Revivication can now be used to resurrect your allies.
- Zarvonn's Vitae Gorge was changed so it deals damage over time and heals over time as well. The spell should also show up in the maintained spells window.
- Terror no longer stuns the caster while the fear spell is in effect. This should remove the "Interrupted!" message that was being displayed.
- Pestilential Blast and Skinrot will now debuff your opponent correctly.
- Boon of the Lifeless and Words of the Wicked now tick at the proper interval.
- Grisly Mark, Horrific Mark, and Nevagon's Pestilential Mark now correctly debuff stamina.
- Accursed Cloud will now appear in the maintained spells window.
- Breath of the Unearthed will now appear in the maintained spells window.
- Opal's Aggravating Seal now shares a reuse timer with Agitation.
- Cloak of the Venril: The lifetap damage shield will now work properly.
- Grisly Brace: The spell description has been modified.
- Rending Frenzy had a grammar issue that was corrected.

Paladin changes:
- Divine Vengeance now grants strength.

Predator changes:
- Hann's Quick Stab will now share a reuse timer with Quick Strike.
- Elaa's Relentless Ambush will now share a reuse timer with Ambush.

Priest changes:
- Courage had its prose file updated to reflect the chance to proc Blessed Weapon.

Ranger changes:
- Steady Aim had its duration increased to 15 minutes.
- Natural Selection will now deal AoE damage.
- Longshank will now stealth the Ranger on a successful hit.
- Huntsman's Trap should now snare an attacker if it successfully damages the Ranger.
- Survival of the Fittest now correctly debuffs stamina.
- Miracle Shot and Miracle Arrow will now grow to the appropriate levels.

Rogue changes:
- Hager's Befuddling Strike will now share a reuse timer with Quick Strike.
- Snoop will now display flavor text within the chat window.
- Smuggler's Talent will now display flavor text within the chat window.

Scout changes:
- Escape no longer displays its rank, as it is not upgradeable.
- Quick Strike will now share a reuse timer with Hann's Quick Stab, Denon's Deafening Strike, and Hager's Befuddling Strike.
- Ambush will now share a reuse timer with Elaa's Relentless Ambush.

Shadowknight changes:
- Tainted Caress and Cursed Caress should again allow for the creation of Tainted Essences.
- Grim Harbinger should now function correctly and will provide a message in the chat window.
- Infernal Pact should now proc correctly.
- Tainted Sacrament no longer overwrites maintained spells.
- Grim Harbinger should now function correctly and will provide a message in the chat window.

Shaman changes:
- Eliania's Salve of the Spiritist had a text error in its chat message. This has been fixed.
- Sorel's Withering Limbs now correctly debuffs stamina.

Summoner changes:
- Agitation now ticks at the proper interval.
- Buffs applied to a pet will no longer remain after the pet owner leaves the group.
- Essence Shift and Bloody Ritual will no longer cause your pet to run toward you.

Swashbuckler changes:
- Disheartening Guile should now work correctly. It now has a 6 second duration and decreases your opponent's crush, slash, and pierce mitigation.
- Cat's Paw now has a 20 second duration and should work as described.
- Flash of Steel now interrupts and reduces the agility of your target at a reduced hate level.
- Brazen Thrust should now work correctly. The knockback effect has also been changed to an interrupt.
- Dexterous Slashing's description has been modified to reflect the functionality of this combat art.
- Swarthy Distraction's reactive hate proc will no longer cost power when it triggers.
- Ambuscade's knockback effect has been changed to an interrupt.
- Razor Edge now has a stun effect.
- Frigid Blast now drains your opponent's power. Its description also indicates that the ability requires a bow rather than any ranged weapon.
- Bootleg's description has been changed to reflect that it gives an enhanced movement speed. Its duration has also been changed to 15 minutes.
- Dazzling Shroud should now work correctly.
- Feigned Bravado's description has been clarified and its duration has been increased to 15 minutes.
- Bladeweaver will now correctly lower hate production. Its description now indicates that the art gives Stamina rather than Strength.
- Bladeweaver and Dexterous Slashing agility buffs now stack with each other.
- Lie in Wait should now function correctly. When stealth is broken, the Swashbuckler's strength should increase and the attacker should be mesmerized.
- Reproach is now called Swashbuckler: Reproach to prevent confusion with the Inquisitor and Templar versions of this art
- Watery Shot's description now indicates that the ability requires a bow rather than any ranged weapon.
- Hamstring's description now indicates that you must be behind or flanking the target to perform this ability.

Templar changes:
- Reproach is now called Templar: Reproach to prevent confusion with the Swashbuckler and Inquisitor versions of this spell.

Troubador changes:
- Lore's Magniloquent Roust now works as described.
- Exquisite Shrill now correctly debuffs stamina.

Warden changes:
- Sylvan Embrace will now affect all group members within 10 meters of the caster.
- Benison of the Wild is now an upgrade to Blessing of the Wild as intended.
- Stacking issues between Blessing of the Wild, Benison of the Wild, Protection of the Seasons, and Blessing of Oak have been corrected.

Warlock changes:
- Bellengere's Sapping Salvo has received the same upgrades as Dark Distortion.
- Heneva's Viral Blast now has the same icon as Noxious Bolt.
- Devastation had its reuse timer adjusted to 45 seconds.

Wizard changes:
- El'Arad's Custodial Warding can now be canceled via the spell window.
- Concurrence can now be canceled via the spell window.
- Fiery Pulse has a new description and icon to reflect that it is a heat-based spell.


*** Traits, Traditions, Tactics, and Training ***

- Erudite: Summon Wisp will now be on its own reuse timer and will not prevent you from summoning a normal pet.
- Barbarian: Cold Retribution now appears in the maintained and spell effects windows.
- Half Elf: Tend Wound had a minor grammar error that was fixed.


*** Heroic Opportunities ***

- Shower of Daggers should now have the correct proc effect. Its description has also been corrected.
- Soldier's Instict's prose has been corrected.
- The following Heroic Opportunity buffs can now be canceled via the spell effects window:
- Crucible of Life
- Inspiring Piety
- Scholar's Insight
- Resonating Cascade
- Divine Nobility


*** Tradeskills ***

- The price at which crafted items sell back to NPC merchants now includes a value for harvested components. The harvested items themselves, however, still have no value to merchants.
- Lower-level refined and interim products have been removed from tradeskill merchants. Bread, pasta, and a packet of spices will still be sold because these items are used through every level range.
- Fuels used in tradeskill production will now display which tier they intended for in their examine text.
- Examining a recipe should now show exactly what type of fuel is required for that recipe.
- Recipes for shurikens have been added to Artisan Essentials Volume 8, Outfitter Essentials Volume 18, Weaponsmith Essentials Volume 21, Weaponsmith Essentials Volume 31, and Weaponsmith Essentials Volume 41.
- Increased the number of charges on poisons and potions that were previously missed.
- The events that occur during production of ebon plates have been changed to heavy armoring instead of weaponry.
- The examine text on poisons will now display the maximum number of times that the poison can trigger before it fades from your weapons.
- Doubled the effectiveness of Reduce Heat.
- Modified high grade honey to allow for pristine item production.
- Changed the descriptions of Stain, Laminate, Enamel and Glaze to indicate that durability is reduced rather than power.
- Wash recipes have been added to Apothecary recipe books.
- Thread recipes have been removed from Apothecary recipe books.
- Several totem recipe descriptions have been corrected.
- Apothecary, Weaving, Timbercraft, and Geomancy reaction arts are now granted at the appropriate levels.
- The Vigor of Trust spell recipe has been added to the appropriate Scholar volumes.
- Several Provisioner recipes have had their levels adjusted to match the level of the book they came from.
- Certain crafted containers that did not previously show up on merchant sell lists will now do so.
- Feyiron Plate and Feyiron Ring recipes were contained in both Armorer Essentials Volume 29 and Volume 30. The duplicate recipes have been removed from Volume 30.
- Pristine and Crude Alder Bookcases now have the correct appearance.
- Recipes for shurikens have been added to Artisan Essentials Volume 8, Outfitter Essentials Volume 18, Weaponsmith Essentials Volume 21, Weaponsmith Essentials Volume 31, and Weaponsmith Essentials Volume 41.
- Tin Hunting Arrows will now produce in a higher quantity per combine than before.
- Merchants should now sell the following fuels: Walnut Kindling, Mulberry Kindling, Cherry Kindling, Hickory Kindling, Mesquite Kindling.
- Refine recipes contained within Apothecary recipe books now use the Thaumaturgy Technique and Apothecary Knowledge.
- The level and difficulty of the Blackened Iron Arrow Head recipe has been corrected.
- Worked shallots should no longer be edible.
- The durability of the worked quality Strengthened Leather Strap has been increased to the appropriate level.
- Blinding Strike Apprentice IV is now named Eye Rake Apprentice IV since it scribes that spell.
- The extra copies of the Iron Bar recipe have been removed from Geomancy Essentials Volume 10.
- The extra copies of the Iron Plate recipe have been removed from Geomancy Essentials Volume 10.
- The extra copy of the Burlap Thread recipe has been removed from Weaving Essentials Volume 10.
- The extra copy of the Burlap Yarn recipe has been removed from Weaving Essentials Volume 10.
- Added recipes for the creation of Arcane Concerto and Noxious Concerto.
- Many recipe names were fixed to better match the name of the product being created.


*** Commands, Controls, and User Interface ***

- The Community window will now allow you to sort your friends by whether they are online or offline. There is now a checkbox that allows you to toggle only showing friends who are currently online.
- There is now a message in the chat window letting you know when an NPC spell has been interrupted.
- Chat window tabs will now number themselves more logically. A tab can never be given a blank title.
- Combat start and stop messages will now go to the proper chat filter.
- Chat updates for skill increases should now match the on-screen message.
- Examining an item involved in a quest should now correctly close the dialog box after being put away.
- Attempting to swap an empty bag with a full bag should no longer appear to destroy the empty bag.
- The location for the graveyard icon on the Commonlands map was updated to be more accurate


*** Art ***

- Made further improvements to riders that were floating above horses.


*** Audio ***

- Tradeskill device cues should now be easier to hear.
- You can again change the speaker type from within the game.
- Fixed certain sound anomalies that would sometimes occur as you enter a new zone.
- Added "/playsound " which plays 2d sounds locally.
- This is to support user sound modifications. It lets users trigger any sounds locally for testing/script feedback.
- Users can modify sounds by placing properly named .wav files into /ui/sounds or /ui//sounds
- The UIBuilder documentation has an initial list of these .wav files.


*** UIBuilder ***

- There is a new version of the UIBuilder.zip file. The updated UIBuilder includes support for several new features. Please read the documentation file for further details.


*** UI Files Modified ***

eq2ui_community.xml
eq2ui_mainhud_experience.xml
 

ManaByte

Gold Member
nubbe said:
Bummer they discoverd that SoM sold for 2100pp :p

Hehe, but they still haven't fixed Arem's Enlightened Judgement for Paladins. It's an upgraded version of Power Cleve that you get as a training option. Power Cleve only works with 2H weapons, but Arem's Enlightened Judgement currently works with 1H or 2H weapons and that's a bug.

It doesn't affect me as I use mostly 2H for soloing and only rarely use 1H/shield in a group, but funny that they haven't caught that yet.
 

Kintaro

Worships the porcelain goddess
Those with experience in the game, anyone playing a Monk type class? Is it fun to play? Add to the group? Etc. I like playing Monk type classes for the most part and interested in hearingbout them in this game.
 

ManaByte

Gold Member
Kintaro said:
Those with experience in the game, anyone playing a Monk type class? Is it fun to play? Add to the group? Etc. I like playing Monk type classes for the most part and interested in hearingbout them in this game.

Monks are awesome. A friend of mine plays a Monk and they get a stealth move that doesn't slow you down when moving. Yeah, that's fair. They do good DPS and have MUCH better defense than a EQ1 Monk.

Mentoring went in with today's patch so if you start on one of the GAF servers you can group with anyone no matter what level they are.
 

ManaByte

Gold Member
Mentoring is the best thing ever!

At 25 you can get the Legends and Lore: Elementals tome from the city libray. Now, there are elementals above level 25, but there are also level 8-10 elementals in the Forest Ruins. So I go in there and instead of grinding through grays, I mentored a level 11 cleric and was getting experience from the mobs as if I was level 11 (and technically I was as that's what mentoring does). Apparently the exp boost for the person being mentored is good as well.

You NEVER have to touch a gray mob for a quest ever again. Just mentor someone in that level range and get experience from it.
 

Nester

Member
Finally picked it up last night. I created a character on Mistmoore, named Sazor. Still getting used to things, can't find a couple locations but I do like the waypoint system pointing me where to go most of the time for quest locations and people.
 

nubbe

Member
It level 50 recently. High end raiding is dam cool i tell ya.

Here is me in Ebon armor figthing a disgustin Nymph with my trusty spirit. :p
EQ295.jpg


Solusek's Eye is by far the coolest zone in the game. Wisit it as soon as you can.
EQ290.jpg


Lavastorm ain't bad either... Dragons and such there :D
EQ289.jpg
 

nubbe

Member
Look at these nice boots I got at our latest raid. Really makes people go ohhh and ahhh...
Glamor factor on the extreme

EQ2105.jpg


Behold Naggy... Only lvl 100 Oo
EQ2104.jpg
 
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