EQ2 March Producer’s Letter

Producer talks more on fighter revamp
Befallen Bonegrinder

Fighters all over Norrath have been anxiously awaiting the fighter revamp that is still gracing the test server. So what’s up with it and when will we be seeing it? The EverQuest II Producer’s Letter to the community gives a little update on the situation.

Recently we’ve been working on some changes to the fighter classes, particularly in the way that they manage hate. Our intent was to adjust these classes so that fighters would rely more on their taunts and abilities to gain and hold aggro and less on high DPS and hate buffs from DPS classes.

Why do we feel this is necessary?

Well, we’ve been talking since the last Fan Faire about how we’ve drifted away from the hate management and damage sink that tanks were originally intended to be. With this, there has also been an increase in the DPS that tanks have been doing while in combat. This begins to impinge on the role that we’ve envisioned for the Scout and Mage classes, and we feel that moving forward we need to make some adjustments, as it is increasingly difficult for us to do proper and cohesive game balancing as the lines get more blurred.

We introduced this to the test server in early January and the response from the community was strong. Recognizing that this is a very sensitive and delicate topic, we postponed the revamp for more testing and evaluation.

In the end, with all of your feedback, we’ve decided to re-examine the structure of the fighter revamp.

What does this mean?

For those of you on the Test servers, this means that there will be some changes coming. The changes made with the initial release of the fighter revamp need to be removed. However, rather than just roll back your characters to when we first introduced the changes on Test back in January; we’re going to need to split out the consolidated spells, which will reset them to Adept 1. We’re currently working on a plan to allow you to upgrade them to something higher than Adept 1, and as soon as we have the details of that plan worked out, we’ll be posting about it. For our Test Copy server, we’re going to need to wipe the entire character database, which will likely take several days. Once we’ve got that database cleaned, we’ll reopen that server and allow you to copy your characters back over as you wish.

For all of our players, this means that we’ll be reinitiating the adjustments to tank balance from a fresh point. The difference is going to be in how we go about planning and communicating the changes, because we want, and need, to know what you think.

Our plan is to start an open dialogue with you, our players, and to get your feedback every step of the way. This will mean more time in between updates, but we think that it’s worth it to get you more involved in the direction of the game. We hope that you agree. We realize we haven’t been stellar at consistent communication in the past, but consider this a big step towards this goal.

We are also looking at incentives to get more of you playing on the Test server, for further feedback. We truly believe that if we can get more of you testing and contributing your feedback, we will know more about what you all want, what you all believe is best for the game. We want to acknowledge here that this is your game, and many of you are the experts at various aspects of this game. We want this to be a collaborative effort between SOE and its players. When we get the details of the Test server incentives worked out, we’ll be announcing it on the forums and on EQ2players. We’ll also be announcing the plan for improving our communication and creating an open two-way dialogue with you as soon as we’ve worked out all of the details.

In the meantime, make notes! We’re looking forward to collaborating with you.

Alberto is growing up…Rat leveling…I hate carpentry!

Well if the title doesn’t tell you everything, then I don’t know how else to say it…

Today was very eventful…first off, finished a few tradeskill writs on Minadroc and he advanced to about halfway through level 45. I really, REALLY hate the 2-3 recipes per level on the carpenter…it makes leveling more like work than fun!

After that I took Blathmic over to Fallen Gate and got three – yes, you heard right – three more levels on the Rat Berserker with Stargrace’s coercer alt and Shadowgeist mentoring us down. Awesome – he burned through his vitality very fast down there!

Tonight I decided to continue with Alberto (the new Necromancer) and I am very surprised that I’m enjoying a pure caster like this…it’s really quite a fun class! Alberto is now level 15, has 7 AA’s (INT line), 60-some quests completed, and is also the proud new owner of an inn room in Neriak (8 Indigo Road if anyone wants to visit). It’s pretty sparse but I have not twinked Alberto at all yet. I’m enjoying wearing the quested gear from Darklight Woods, and being frugal with his little bit of money that he has earned is a good lesson for someone who usually doesn’t have to worry about plat. It’s definitely different…it’s been a long time since Cord was broke and a penny-pincher.

Hopefully the below Fury Master I looted in Darklight Woods helps him earn enough to get some bags. Definitely need more room for loot!

furymaster.png

This is up for sale on Antonia Bayle for 65gp…please, someone support the Necro and buy it!

Here’s a pic of Alberto decked out in his T1/ T2 quest gear. He will be sleeping on the floor for a while until he can afford a bed…

Heroic Opportunities Guide

Simple Guidelines:

* Examine all of your combat arts/spell.

  • Open your Knowledge book and right click examine each and everyone of them.

  • Many of them will have a 2nd icon in the Examine Panel. This Icon corresponds to the symbol names used here (Sword, Hammer, Lighting etc.)

  • Note that all of these 2nd icons have a colored background. Each color corresponds to an archetype

    • Fighter (blue)

    • Priest (yellow)

    • Scout (green)

    • Mage (red)

* Heroic Opportunities are opened with a specific Ability, which doesn’t cost power, is instant and has 10 sec recast time:

  • Fighting Chance (Fighter)
  • Divine Providence (Priest)
  • Lucky Break (Scout)
  • Arcane Augur (Mage)

* Heroic Opportunities come in 2 phases:

1) Starter Chain

  • in the center of the starter chain window is the previous step of the chain
  • around it are all the possible branches, displayed thru icons, which correspond to various spells (see above)
  • if a combat art/spell is successfully executed the starter chain advances
  • if a wrong combat art/spell is successfully executed the starter chain is interrupted !

2) Combat Wheel

  • can be ordered (big clockwise arrow in center) then combat arts/spells must be executed clockwise beginning with the top icon
  • can be unordered (arrows pointing in all directions) combat arts/spells can be executed in any order.
  • Please note that the person that executes the last combat art/spell will not only get the credit but also any single buffs ! For instance you want Crippling Shroud being cast on the tank so make sure to execute the Horn after the Moon !
  • has a 30 sec timer as indicated by blue bar on the other rim; if time runs out arrows in the center turn red.
     

* Scouts have the unique ability to re-roll an Heroic Opportunity with Coin as long as the Heroic Opportunity hasn’t started yet.

Heroic Opportunities Listing

Fighter Initiated: Fighting Chance +

  • Sword (solo)
    • Sky Cleave – Horn = (common) Single-target slashing dmg (66% of moderate DD)
    • Crushing Anvil – Horn = (uncommon) Encounter crushing AE.
    • Hero’s Armor – Horn = (rare) 15% AC increase
  • Chalice (with priest)
    • Divine Blade – unordered – Hammer + Sword = divine DD
    • Crippling Shroud – unordered – Horn + Moon = reactive brief 10% slow on mob
    • Chalice of Life – Chalice = doubles effect of special heals (reactive, ward, HoT) for 90 sec
    • NEW! Divine Nobility – Chalice + Sword = Heal over time to a group member
       
  • Coin (with scout)
    • Luck’s Bite – unordered – Cloak + Boot = piercing DD, 50% to 250% extra dmg
    • Swindler’s Gift – ordered – Cloak + Flexed Arm = Group accuracy buff for 2 levels
    • Raging Sword – ordered – Cloak -> Horn = attack speed inc for 90s, and 4 times melee damage and taunt
    • NEW! Ardent Challenge – Sword + Dagger = group +10 STR and AGI buff
       
  • Lightning (with mage)
    • Scholar’s Insight – ordered – Horn -> Lightning = +2 lvls knowledge for mage, DD for 70% of moderate DD
    • Storm of Ancients – unordered – Sword + Lightning = DD + slows mob
    • Soldier’s Instinct – unordered – Flame + Arm = 20% attack speed buff for 90 sec.
    • NEW! Arcane Aegis – Fist + Star = Crushing / Magic mitigation increase
  • Hammer (with priest and mage)
    • Lightning
      • Thunder Slash – unordered – Hammer + Lightning + Sword = Divine + Magic + Slashing Damage (3 hits)
      • Archaic Ruin – ordered – Eye -> Flexed Arm -> Flame = 70% bonus to arcane/slash/divine dmg
      • Ancient Wrath – ordered – Flame -> Fist -> Hammer = massive DD, maybe AE
      • NEW! Arcane Salvation – Star + Arm + Chalice = Increased in-combat group power regeneration
         

Priest Initiated: Divine Providence +

  • Hammer
    • Divine Judgement – Hammer = single target divine direct damage (for 100% moderate priest nuke)
    • Inspiring Piety – Hammer = priest knowledge inc 2 levels, plus Divine Judgment nuke
    • Blessing of Faith – Chalice = instantly restores some power, inc power production 10% for 90s
  • Coin (with scout)
    • Piercing Faith – unordered – Cloak + Moon = Piercing DD (cloak needs to finish HO) and -5 AGI on mob
    • Divine Trickery – ordered – Hammer -> Cloak = Divine DD + pierce/divine resistance lowered on mob 5%
    • Faith’s Bulwark – ordered – Chalice -> Coin= AC inc by 20% for 90s

Scout Initiated: Lucky Break +

  • Coin
    • Ringing Blow – Dagger – 2 lvl accuracy increase
    • Swindler’s Luck – Dagger – Short duration stun (not broken on hit, but short!)
    • Bravo’s Dance – Dagger – 20% haste for 90 sec
  • Boot (with fighter and priest)
    • Chalice
      • Verdant Trinity – Chalice = 50% group heal
      • Nature’s Growth – unordered – Mask + Sword + Druidic Stones = Group regeneration
      • Shield of Ancients – Lightning + Horn + Moon = absorbs 15% dmg for 90s
      • NEW! Capricious Strike – Hammer + Dagger + Sword = single-target DD
         
  • Horn (with fighter and mage)
    • Lightning
      • Trinity Divide – unordered – Star + Mask + Horn = Addt’l piercing dmg + increases hate on fighter by all mobs in group
      • Soldier’s Gambit – unordered – Dagger + Sword + Lightning = bonus nuke dmg 100%-300%
      • Ancient’s Embrace – ordered – Lightning -> Cloak -> Flexed Arm = Chance to “riposte” slash dmg for group when hit for 90s
      • NEW! Resonating Cascade – Mask + Dagger + Lightning = Increased in-combat group power regeneration
      • NEW! Grand Proclamation – Lightning + Mask + Arm = Increased power pool for the group
         
  • Chalice (with priest and mage)
    • Lightning
      • Breaking Faith – unordered – Lightning + Eye = Doubles dmg of last hit, reduces arcane, divine, and lightning resistance by 5%
      • Archaic Shackle – Does addt’l dmg, roots briefly and slows by 5%
      • Crucible of Life – ordered – Lightning -> Coin -> Chalice = Full power & health to group plus 10% heal on hit
  • Moon (with fighter, priest, and mage)
    • Fire
      • Strength in Unity – unordered – Flexed Arm + Chalice – Increases str, wis, int and agility of the party by 10 pts
      • Ancient Demise – ordered – Boot -> Coin -> Lightning + Hammer = Great AE DD + lowers arcane resist on mob 10% for 5 min.
      • Past’s Awakening – ordered – Fist -> Star -> Cloak – Buffs power and health bars, does 4x dmg to all encounter mobs
      • NEW! Tears of Luclin – Boot + Dagger + Lightning = Increased damage on mage DD
         

Mage Initiated: Arcane Augur +

  • Lightning (solo)
    • Arcane Fury – Lightning – Arcane DD equal to one mage nuke
    • Arcane Storm – Star – Same as above but AE
    • Arcane Inspiration – Flame – Restores 20% power, plus 20% power regen and 50% of hits taken convert to power
  • Hammer (with priest)
    • Suffocating Wrath – unordered – Hammer + Lightning = Halves all mobs arcane spell dmg for 36s
    • Arcane Chalice – ordered – Flame -> Chalice= Restores 10% power and major group heal
    • Ancient Crusible – Moon = Instantly restores 33% of health and power, +25% regen on both for 24s
  • Coin (with scout)
    • Arcane Trickery – unordered – Lightning + Dagger = addt’l 75% dmg, 5% arcane debuff on mob
    • Trickster’s Grasp – ordered – Flame -> Mask= Additional 4-tick 150% arcane DoT
    • Rain of Daggers – unordered – Lightning + Dagger = High dmg proc for 90s

A break for some Tradeskilling

She did quite a bit of harvesting for the other girls, and a little bit of tradeskilling.  She is just short of lvl 60 Jeweler.  Maybe half a dozen combines and she will be all good and level 60.  Then next will be discovering where the heck to get the T7 tradeskill books.   I am guessing that there are 2 possibilities.  When I hit 60 the T7 books will show up on the vendor in MajDul, or else I need to locate a vendor somewhere in KoS.

Both Emalae (Sage) and Selara (Alchemist) dinged another 2 levels each.  The scholarly tradeskills are nice because there are quite a few recipes before you run out of pristine bonus and have to grind each level.   But I do find the harvesting and tradeskilling part of EQ II almost therapeutic.  I feel like I just get into a “zone”.

Selara is also now good to make Emalae Adept III’s for 2 of the last 3 Monk levels that she dinged.   I quite like being self sufficient in this way.   I also quite like that I have been able to help out a few real life friends and some Divine Chaos guildmates with spell/combat art upgrades.

On related matters, my nephew popped in last night while I was harvesting on Kilanna.  He also plays EQII, and asked me what I was going to do with Kilanna once she reached 70.  My response to him was “Oh I will probably take her on raids and do some harder solo quest for a while before the next expansion comes out”

My recent excitement about raiding has actually surprised me.  I have solo’d probably 80% of my play time up to this point and didn’t think I wanted to raid.  Now I am in a guild that raids and I am looking forward to it.  There does not seem to be a focus on raiding in the guild, or any pressure to do so, but I am a little bit excited about it.

Absolute Newbie’s Guide To Offline Selling

If you know how to sell from your house vault, read no further. You won’t find anything useful contained herein. If you’ve never done it, you’ll probably find some value.

I’m writing this because it took me several hours to figure out how to sell offline. Things that seem obvious to veterans aren’t as obvious to absolute newcomers as one might think.

The patch notes proclaimed:

-Characters can now list items for sale out that are located in their house vault. These items will remain for sale even when they leave their house or exit the game. You can now sell items while your character is offline!

-When you open your store by interacting with your Market Bulletin Board, your store window now shows the contents of your house vault in a separate tab. You can set prices for these items just as you would items in your inventory.

-While you are in your house and your store is open, items in your vault and items in your inventory that are flagged as being for sale will be listed on the city market. Other players can enter your home and buy items from your house vault and your inventory, just as they normally would.

-If your character logs out or leaves your house, items in the house vault tab of your store window will still be for sale. Items in your character’s inventory will no longer be listed for sale on the market, but items flagged for sale in the house vault will be available for purchase through city brokers and fences. These items will show only the seller’s name, not location, since the goods can only be purchased through the brokers.

Wow great! I can sell my stuff and not be in my room. Doesn’t everyone want to unload those extra hunks of chewy meats you’ve got clogging up your bank vault? Furthermore, where’s the broker? Furthermore, what’s the broker? Ah well, it can’t be that hard!

So you trudge back to your room and look for your bulletin board. I mean, it says “YOUR MARKET BULLETIN BOARD”. Hmm, it’s not here. Perhaps your inn room is bugged? You check the bank, you enter another guy’s house, and Ahah! He’s got my store and my bulletin board! What the heck? Didn’t it just say “Other players can enter your home and buy items from your house vault”. Yet here you are, in another guy’s home and you see your stuff in his inventory and it’s all free! Wow, that’s really confusing.

The point I’m trying to make, is that reading the patch notes as they stand sound absolutely consistent to someone who knows how to do offline selling. I actually did follow the chain of events listed above and with more thrashing before I figured it out.

Here’s the steps, simple as I can make them:

Step1: Purchase a Bulletin board. These are less than a silver piece. They will be found on a vender in your home district at the top of his list.
888
Step 2. Enter your house. You have to be in good standing, so pay up your rent if you’re behind. Hang the bulletin board on the wall. Right click on it in inventory and place it on the wall.

Step 3. To access your house vault, you can type /house or right click on your door and click access. In the lower right of that window is a button “house vault”. Inns have two house vault slots, but better housing has more. It is possible to list more items than just one item for each slot.
iiii
Step 4. Place items into the vault, anything you wish, even if you won’t be selling it. These slots can hold containers. My advice, buy some cheap 6 slot bags to start with and place one in each slot. I’ve seen containers with 24 slots on the broker(extremely expensive), so you could potentially list up to 48 items or much more if you upgrade housing. You cannot sell “No Trade” items.

Step 5. Once you’ve filled your vault with the hunk of chewy meat and skeleton bones that you intend to sell, you can close the vault and house windows. Open your Market Bulletin board. DBL-click on it or right click “access my store”.

Step 6. At the top of the board windows is a Tab labeled “Vault Merchandise”. Click on that tab and it will have listed items you placed in the house vault. If you wish to sell something, click on “set price”. Setting the price is simply clicking the numbers, the denomination (Top to bottom, Plat, Gold, Silver, Copper) and then OK. It will automatically list the item for sale when you set the price. Note, price is per item, if you have a stack of items, you are setting the per-unit cost, not the stack cost.
ppp

                          uiui
Step 7. Click on the browse market button and search for an item you just listed. If you find it on the market with your name listed as the seller, you’re good to go. Go off, slay some more beasts!

——————————————————————————–

To actually buy something off the market you either need to visit someone’s room/house or visit the broker. You pay a 20% commission to the broker. The brokers are found where your class does its crafting and a few other places. In Freeport, for warrior types it’s “The War Hagglers” across from the Inn in the Scale Yard. If the item you’d like to buy has a name and location on the list, you can go to that person’s location, buy it directly and pay no commission. This is definitely something to do on big ticket items. If only the seller’s name is listed and not his/her location, you can only buy that item from the broker.

Some additional notes: You will need to use the Vault Merchandise tab if you wish to take something off the market or out of the bags in the house vault. Underneath where you set the price, there is a button to list/unlist item for sale. If the item is listed, it must be unlisted before it can be removed from the house vault.

Also, I generally check the going rate on something before I list it on the market. Some items won’t move for more than what the vendor will pay. To save space, I just go sell those to a vendor.

If all goes well, you’ll come back to rest your weary bones in your house, and have a couple of notes tacked to the door! “Selmack bought 2 chunks chewy meats for 8 copper each”. Woohoo free money!
jjjjj

Crafting Explained (Updated for Live Update 24!)

Here’s my 2 cents worth of a system that should allow you to, at least, succeed in most of your combines … if not all of them. This is my(Debillus’) system. It’s the result of a lot of trial and error and a little part of studying. I don’t pretend to know the inner workings of the game and I may not be doing things the way someone else would want to, but this system has worked for me through 200+ levels of tradeskilling on my different crafters, others who’ve I had the pleasure of teaching my system has approved it as being effecient, so I’m hoping you may find it usefull as well.

If you have another approach or disagree with this system, please do post a description of your methodolgy to the comment section of this guide. Hopefully this Guide can be a knowledge pool from where beginners and novices can pick the approach they like the best.

In General
“Tradeskilling is the battle on three fronts, and you are the campaign manager, much like when you kill mobs in the wild.”

Front 1 – Progress – Progressing through a combine is what gets you done, so you can move on to the next combine.
Front 2 – Durability – Keeping your durability high means more experience and better quality items.
Front 3 – Power – Without power you are left helpless if your durability drops.

You fight the battle with your tradeskill spells. They come in sets of three per crafting technique, per tier.

For tiers 1, 3, 5 and 7 the buffs work to improve your progress.
For tiers 2, 4 and 6 the buffs work to improve your durability.

Since each combine (battle) involves durability, progress and power, you will need to equip your hotbars with the two most recent tiers of buffs, one for durability and one for progress.
This is not possible before you reach level 10, where you will have to rely on only one tiers buffs, luck and countering events to maximize your effort. In return, those levels doesn’t require much effort to progress through, as the experience gain is very high.

Setting up
Before we start focusing on what buffs to use, you should arrange your tradeskill buffs in your knowledge book so you can easily build your hotbar(s) and put new buffs, gained at the beginning of each tier into the book. Using the Sort feature (by category) will get you some of the way but not all. As of writing this, we still get Artisan-buffs (geomancy, apothecary etc.) these should be going as there is no longer any recipies that uses these techniques, so lets pretend they dont exist when arranging your book.

Here’s the index of my tradeskill pages :

Page 1-2 : Main skill buffs (currently 7 rows @ level 70)
Page 3 : Subclass buffs (4 rows, 1 page for 2 x 2 rows)
Page 5-6 : Artisan buffs (6 rows, 1 each for the 6 classes outside your subclass)

Your main skill buffs are the buffs that use the technique your class dictates.

Craftsman >>
Sculpting – Carpenter
Fletching – Woodworker
Artistry – Provisioner

Outfitter >>
Tailoring – Tailor
Metal Shaping – Armorer
Metalworking – Weaponsmith

Scholar >>
Articifing – Jeweler
Chemistry – Alchemist
Scribing – Sage

Arrange the buffs in rows by tier and in columns by effect so that the
- first column contains the buffs that reads “… is increased at the cost of some power”
- second column contains the buffs that reads “… is increased but ….. is lowered”
- third column contains the buffs that reads “… is increased but the chance of success is lowered”

Now we need to equip a hotbar. You can tradeskill directly off your knowledge book, but I would advise against it. Locate an empty hotbar and pull down the buffs into the hotbar (from the highest two tiers you have) so that Durability buffs goes into position 1, 3 and 5 and Progression buffs goes into position 2, 4 and 6 in the same order you see them in your knowledge book.

If you are

Qeynos Guide

Graystone Yard
There are 4 basic shops in this zone besides the merchants out on the street. These include an armor shop called “The Stell Furnance”, a bank called “The Qeynos Exchange”, an inn called “The Frozen Tundra Tavern”, and the scribe shop called “Boomcasts’s Books”. All the normal equipment, spells, drink can be found within these shops. The bank is located in the south-west corner of the zone and the armor shop is just north of it. The inn is located dead center of the zone and the scribe shop is located in the south-east. The tradeskill zone “The Trident Society” Is located north of the scribe shop. There are 4 zone lines in the Graystone Yard as well. To get to the Oakmyst Forest zone you must travel a small trail leadding between the mountains in the north of the zone. To get to the Mariner’s Bell you must head to the docks north-west of the zone. To get to the Qeynos Harbor zone head to the giant double doors south of the inn and at the south tip of the zone. To get to The Down Below head to the drain located in the north-east area of the zone.

Starcrest Commune
The basic shops appear once again in this zone. The inn however is located in the same building as the bank labeled “The Qeynos Exchange” which is located in the north-east of the zone. The armor and weapons shop called “Barrik’s” is located in the south of the zone just a little north-east of the Peat Bog zone line. The scribe shop called “The Perfunctory Philosopher” is at the west end of the zone. The tradeskill zone “The luminary Cache” is just a tad north-west of the middle of the zone where the fountain is located at. The 4 zone lines in this area are pretty scattered. The South Qeynos zone is located in the north-east corner of the map. The Peat Bog on the other hand is located in the south-most point of the zone. To access the Mariner’s Bell you must get to the docks through a tunnel which is in the south-west of the zone. Finally The Down Below drain is behind the house in the north-east area of the zone.

Nettleville Hovel
The Hovel has only 2 shops and 3 zone lines which makes it a very small zone. The inn and bank is incorporated in “The Qeynos Exchange” and is found in the south-west area of the map just east of the docks. The only other shop is the armor shop called “The Knight’s Edge” which is located south-east in the zone. The tradeskill zone “The Elusive Commonwealth” is just north of the armor shop. The 3 zone lines include South Qeynos at the very north-west tip of the zone, the Peat Bog at the very south-east corner of the zone, and the Mariner’s Bell which is accessabel through a tunnel located on the west wall of the zone.

The Willow Wood
There are 3 main shops in Willow Wood and they can all be accessed once in the central square in the middle of the zone. To the west side of the square you have the inn called “The Peaceful Bough” and to the north-eastern side of the square you have “The Qeynos Exchange” bank. The scribe shop “Brooklily Books” is just south-east of the central square. The armsdealer and shieldsmith can be found in the bank in this zone. The tradeskill zone “Wayfarer’s Stockpilers” can be found on the north wall of the inn. There are 4 zone lines in Willow Wood. The Mariner’s Bell is located on the docks all the way up north. The Down Below drain can be found behind the bank. The Elddar Grove zone is located at the south-east tip of the map and the Forest Ruins zone can be found in the south-west corner.

Elddar Grove
There are several shops in this zone but they seem to have no purpose. “Antonica’s House of Pottery” is located in the western area of the map and contains a mender and bowyer. The bow and arrow shop called the “In Range” is located in the north-east part of the zone and sells bows and arrows (duh). There is also the treehouse in the northern part of Elddar Grove on the great Elddar tree. To get up there you must you the elevator system that is set up at its base. In the shop at the top of the tree you can find a scribe. There are 4 zone lines in the zone. At the southern tip of the map there is the zone to Qeynos Harbor. The North Qeynos zone is located at the eastern tip of the map. The Willow Wood and The Baubbleshire zones are both located in the north-western tip of the zone, The Baubbleshipe coming just a little bit before the Willow Wood zone.
11
The Baubbleshire
There are 3 shops in this zone. The first is “The Qeynos Exchange” bank which also holds the inn and is in the north-west area of Baubbleshire. Next is the “Deepmug Tavern” just south of the bank where you can fufill all of your alcohol needs. The armor and weapons shop “The Ringing Hammer” is located in the north-eastern section of the zone and contains a scribe as well as the usually weaponry you will find at a armor shop. The mender however is not in the armor shop but instead standing next to the seires of houses on the east side of the map. There are 3 zone lines in Baubbleshire. These include the Mariner’s Bell on the dock at the far eastern tip of the map (go through a tunnel to get to it), the Forest RUins zone at the north tip of the map, and the Elddar Grove zone at north-western corner of the zone just west if the armor shop.
22
Castleview Hamlet
This zone has the 4 basic shops which inlcude the inn, the armor shop, the scribe shop, and the bank. “The Bed and Book” inn is located in the building in the north-western corner of the map. Just east of the inn is “The Qeynos Exchange” bank which puts it in the middle of the zone. In the north-east corner of the zone is the scribe shop called “The Repository”. “The Stalwart Shield” armor and weapons shop is located in the south-east corner of the zone and also just south of the bank. The tradeskill zone “Charter of the Truthbringer” is on the north wall of the bank. The zone lines include The Oakmyst Forest zone on the trail that leads into the mountains to the north of the zone, the Mariner’s Bell in through the tunnel on the south tip of the map, the Down Below right before the tunnel that leads to the Mariner’s Bell, and the Qeynos Harbor zone which is located on the west wall of the zone.

Qeynos Harbor
Most things in this zone can be found on the street therefore there are only 4 shops in this zone. “The Qeynos Exchange” bank is located along the north-eastern zone and the tavern “The Mermaids Lure” is located on the docks in the western part of the zone. The “Echoes of Destiny” and “The Coldwind Crier” are two scribe shops located on opposite sides of the street in the southern tip of the harbor. There are 5 zone lines within this zone. The Mariner’s Bell is located on the docks in the western part of Qeynos Harbor. The South Qeynos zone is located at the southern tip of the map. The Graystone Yard zone is located in the north-western corner of town, while both the Castleview Hamlet and Elddar Grove zones are located in the north-east.

South Qeynos
South Qeynos is a very strange zone within nothing of use in it. There are 4 main shops in the zone. The poison shop “The Herb Jar” located along the south row of houses in the southern part of South Qeynps ( =D ) sells potions and such. A store called “Bag n’ Barrel” is located in the house at the center of the zone and sells prety much anything. The general store “Food on Foot” is located in the house just north of the “Bag n’Barell” store and sells food and drink. Finally there is the “Lion’s Mane Inn and Tavern” in the mid-north of the zone where you can find a nice big room. There are 2 landmark buildings in this zone, the “Stable” which is located in the south-eastern corner of the map and “Malvonicus’s Tower” located in the north-western corner. There are 6 zone lines in the zone. The Qeynos Harbor zone is located on the western wall of the map. The North Qeynos zone is located on the eastern wall the of the map. Just south of the North Qeynos zone is the drain leading into The Down Below. Starcrest Commune and Nettleville Hovel zones are located right next to each other in the south-western area of the South Qeynos and the zone to Antonica is located in the south-eastern area of the zone.
33
44
North Qeynos
This zone is the place to go for all your needs. There are 8 shops in which to find everything and anything you need (although the prices are higher and the items of higher lvls). The tavern “Irontoes East” is located in the south-eastern corner of the map. North of the tavern is “Voleen’s Bakery” where you can find some yummies to munch on during your adventuring. Towards the middle of the zone and just north and east of the Claymore Plaza is a general store called “Sneed Galliway’s Trading Post” where you can find various items. West of the general store is the furniture shop called “Fhara’s Furnishings” where you can find all the fancy furniture for you little apartment. North of the general store is “The Qeynos Hold” bank. In the north section of town you will find 3 shops near each other. The nort-most shop “The Jewel Box” is the jewelry store. Just south of the jewelry store is the clothing store called “Clothspinners” where you can find different kinds of armoring. West of the clothing store is the armor shop known as “Call to Arms” where you can find all the high level weapons. The armor shop is also where you buy your horses at. There are 3 zone lines in this part of the city. In the south is the South Qeynos zone. In the northen area you will find the zone to Elddar Grove and just east of the Claymore Plaza and the center of North Qeynos is the zone to Antonica.
55
Mariner’s Bell
The Mariner’s Bell is a bell located at the docks of several zones which allow you to travel between the other zones that also have a Mariner’s Bell. There are always 2 Bells at the docks of Qeynos zones and surrounding zones. One of the Bells will lead you to the zones within Qeynos itself and the other one will lead you to zones outside Qeynos but that are nearby. The Mariner’s Bell to “Travel within Qeynos” Lets you go to: Castleview Hamlet, Graystone Yard, Nettleville Hovel, Qeynos Harbor, Starcrest Commune, The Baubbleshire, and The Willow Woods. The Mariner’s Bell that lets you “Travel outside of Qeynos” brings you to: Antonica, Oakmyst Forest, and The caves.
66

Provisioner Guide

The Provisioner tradeskill is a unique one because it provides consumables that can be used by every class. Nearly everything you make will sell on a broker. Don’t expect big money, however. That’s left to Sages and such. The fact that everyone can use your wares (including yourself) can be a catch 22, because it can be hard to have anything left to sell after provisioning for yourself, your alts, and your friends. This is the only trade that can make alcohol. That alone makes it the best one to do!

This guide is created solely from my experiences with the trade. I don’t claim it’s going to be the best way to skill up or make money off it. With any tradeskill there can be a debate on the best skilling-up methods, quality vs. quantity, big chunks of exp vs. fast exp, etc…

Another nice thing about Provisioner is you will never have to make sub-components from another station, and you really don’t have to buy any sub-components unless you want to. It is also very easy to craft up an overflow of materials.

I will first give a brief overview of how buffs work. You have progress buffs and durability buffs. Progress buffs are the blue bar, which you ultimately want to hit the end of the 4th line. Durability is the green bar, which you ultimately don’t want to drop below the 4th line. If durability drops below any line when the blue bar is at or beyond one line above, you will end up making a lesser quality product. This guide is designed to get you to end the progress line on the 4th (best) quality.

There are 3 sets of buffs for progress and 3 sets of buffs for durability. There are also 2 levels of these buffs, making 12 total.

Heat progress buff level 1 – Constant Heat
Awareness progress buff level 1 – Awareness
Spice progress buff level 1 – Seasoning

Heat durability buff level 1 – Slow Simmer
Awareness durability buff level 1 – Realization
Spice durability buff level 1 – Spice Up

Heat progress buff level 2 – Rapid Boil
Awareness progress buff level 2 – Foresight
Spice progress buff level 2 – Pinch of Salt

Heat durability buff level 2 – Reduce Heat
Awareness durability buff level 2 – Apprehension
Spice durability buff level 2 – Dash of Pepper

You start out with the level 1 progress buffs first, and get the durability buffs at a later level. I do not remember all the level cutoffs for the buffs, so anytime you level, check your Tradeskills list. The level 2s replace the level 1s, so you should only have 6 buffs on your hot bar at any time. Mine looks like this:

Heat progress
Awareness progress
Spice progress
Heat durability
Awareness durability
Spice durability
The awareness buffs cost mana while the others don’t. You want to use the awareness buffs in moderation or save them for emergencies. It depends on your personal power regeneration. It is highly recommended that while crafting you are using the highest level crafted drink you can use.

When you start out Provisioner and only have the progress buffs, it can be difficult making the highest quality (refreshing/delectable), so don’t worry about it. Progress buffs increase the probability that durability will go down, so there are two ways to craft at this point:

Speed crafting – Just spam Heat/Awareness/Spice until you finish, not caring about what quality level you get. Pace the Awareness buffing so that you can “repeat” the recipe with little or no downtime.

Quality crafting – Wait until the crafting screen shows a buff icon then press that one. If you are lucky and the durability isn’t going down too fast try to spam a wave of Heat/Awareness/Spice. It takes practice to learn the best timing on this.

Once you get the set of durability buffs then the strategy changes. You can still speed craft as above but I don’t like doing that.

While crafting, the system does a “check” every cycle (6 seconds I believe) to see what the result is. The buffs you cast before each cycle help determine the outcome. After each cycle you will see two numbers pop up, the first one being the effect on durability, the second one being the effect on progress. Once the hotbar has the 6 buffs on it I craft this way:

Before cycle 1 – Heat and Spice durability.

* You can buff durability even when it is full. The extra durability goes to the item even though there is no bar showing the overflow.*

Before cycle 2 – Heat/Awareness/Spice durability

If I have received two positive hits on durability then I move to the progress buffs. In general, you want to have an overflow on durability by the time the progress bar gets half the way into the top line. If you received a negative durability hit or the progress line is not yet at the half mark, keep doing Heat/Awareness/Spice durability.

Once you get to the point where durability is over 100% and the blue progress bar is halfway in the first line, hit Heat/Awareness/Spice progress. Keep doing this every cycle. Eventually the durability overflow will get used up, and you will see durability start to drop below 100%. Don’t panic until the green durability line drops below half on the last line. If it does, use Heat/Awareness/Spice durability until it gets above half, then return to the progress buffs.

Often you can finish product spamming the progress buffs before durability drops off the last bar. Sometimes, though, you cannot, so it’s just a matter of returning to the 3 durability buffs to keep that green bar above the halfway mark. The reason I use the half mark is because a critical fail can drop half of the durability in one shot, and you can lose the best quality. Sometimes you just have to keep going up and down on durability like a yo-yo until you get safe.

Now, any time a buff icon (event icon) comes up on the crafting window I still follow the system above except that I lead off with the event icon first. For example, let’s say my durability is above the half mark so I’m spamming progress buffs, then the awareness icon (event) pops up. I then hit: Awareness/Spice/Heat. I still get the bonus from all 3, but I make sure the first key press covers the requested icon.

Make sure to watch for the event “Provisioner’s Insight” (awareness icon), this gives you a good buff.

Last note: If you get in trouble on mana, keep doing the same system, but skip the awareness buff and just use Heat/Spice for 2 or 3 cycles.

Using the above system takes practice to learn when to switch from durability to progress and back. You’ll never get perfect at it; I still switch between the two at the wrong times. However, I have arrived at the point where I can make the top quality of any recipe I use at least 9 out of 10 times. I hope this guide will help you get to the same point or better.

Fighter’s Guide

Fighters are the melee-centered archetype of Everquest II, dealing damage to their enemies through brute strength and mighty weaponry. These characters utilize tactics to safeguard their friends by managing the aggression of enemies.

If going toe-to-toe with gruesome monsters, being the first to lead a charge against multitudes of enemies and combatants, and having the mindset of someone who never backs down from a challenge sounds like your “cup of tea” then you’ve made the right archetype choice; The Fighter.

The Role of the Fighter

Damage Mitigation
Aggression | Hate Management
Damage Output
Each Fighter is charged with the main responsibility of taking damage and keeping the mobs attention. Dealing damage is a secondary function of the fighter that, while they are good at it, is not their specialty.

Tools of the Trade

Weapons
Armor
Fighters don’t get fancy spells or sneaky stealth skills. Instead, fighters steel their gaze and go toe to toe with their enemies. As such, the fighter relies heavily on equipment; more than any of the other archetypes. In order to perform most effectively, the fighter should always don the most durable and toughest armor to be found. As it will take a beating and as a player advances in level, armor should be changed out when too old – this will help keep fighters at their best.

Skills

Wild Swing: An extra attack that does low damage
Taunt: Increases your hate level with the target
Toughness: Increases your physical mitigation for a short time
Kick: A kicking attack that deals crushing damage to the target
Intervene: This ability allows you to sometimes take damage dealt to an ally while you remain nearby
Assault: An area of effect attack that damages enemies near you
Shout: Taunts all enemies in a single encounter
Call to Arms: Increases you and your allies slashing, crushing, and piercing techniques for a short time
These are the abilities that fighters use to help them perform their role. Upgrading your skills as soon as you can will noticeably help you perform your role much more efficiently.

Key Fighter Quests

Isle of Refuge

Archetype Selection
Goblin Supply Raid
Refugee Rescue
Striking Back at the Goblins
Removing the Orc Menace
Freeport Or Qeynos

Freeport Citizenship Quest
Qeynos Citizenship Quest
Fighter Training
Class Specific Quests

Make sure you complete these quests because not only will they give you an impressive amount of experience, but will also reward you with fighter specific equipment. In fact, if you play your cards right, you should be able to walk off the Isle of Refuge with a set of armor and a nice weapon.

Classes

At level nine, a player must select a class that their fighter will peruse from that point on. Upon completion of the Class Specific Quest and the advancement to level 10, a player will have successfully transferred from the Fighter Archetype to their chosen Class. The three Class choices are:

Brawler
Crusader
Warrior

A Guide to Guild Status Points

What are they? Guild Status Points(GSP) are simply reward points. Certain NPC(Non Player Character, Game Controlled) guilds award them for tasks or items. Heritage quests(Items originally found in EQ1) also award a large number of points. You must be in a guild to earn these points. You can view the amount of status you’ve earned on the Persona Page, Status tab.
dddd
What are they good for? GSP can be useful personally and for the guild. Personally, you can use them to make certain things available such as upgraded housing. As you and your guildmates earn GSP, your guild also gains in level. As the guild gains in level, it gets additional benefits. The guild bank grows in size, and items become available to guild members, like furniture or certain crafting items. At guild level 20 for example reasonably priced horses become available. You can view what level your guild is by opening up the Guild Control Panel(Default Hotkey is U).

How do I earn them? By far the easiest way to earn GSP is via loot drops. Through your normal battles, you’re going to kill something that will drop items that are sought by NPC Guilds in your home city. As you progress into more and more difficult areas, the reward for these loot drops improves. The level of the Mob(Mobile OBjects = Monsters) that you killed will signify the value in GSP of a particular loot drop.

Mob Level 10 Through 19, drop items worth 100GSP usually found in Tier 2 Zones
Mob Level 20 Through 29, drop items worth 200GSP usually found in Tier 3 Zones
Mob Level 30 Through 39, drop items worth 300GSP usually found in Tier 4 Zones
Mob Level 40 Through 49, drop items worth 400GSP usually found in Tier 5 Zones
Mob Level 50 Through 60, drop items worth 500GSP usually found in Tier 6 Zones

Tier 2 Zones include Commonlands and Antonica. Tier 3 Zones include Thundering Steppes, Nektulos Forest. Tier 4 Zones include Enchanted Lands, Zek. Tier 5 Zones include Rivervale, Feerrot, Permafrost. Tier 6 Zones are available in the Desert of Flames expansion. The level of the mob is what matters, some mobs are in zones above or below what their level would generally indicate.

The description on the loot items look something like this “A (Document, Relic, Stone, Amulet) made of (Iron, Ruby, Ebon, etc) that looks to have ancient runes inscribed upon the side. A powerful guild of (Fighters, Mages, Priests, Scouts) might know what to do with this.”
gsp2
There are 4 NPC guilds looking for these items. Fighters, Mages, Priests, Scouts. When you obtain these loot items, you can then turn them into the appropriate NPC merchant and be awarded Guild Status Points. See the chart below for locations.

You can also earn GSP by taking City Tasks or “Writs”. These city tasks are assigned by the same NPCs that will “buy” GSP loot drops. In all other ways, they are simply quests, just listed under the heading “city tasks”. These writs are usually Kill “X” number of a certain type of mob. When you accomplish the goal, a message will be broadcast to your guild “Malbor has completed the Writ ‘Slay 21 fluffy bunnies’ earning status for the guild. You only need to return to the NPC that assigned you the writ to obtain the next Writ. It is important to start doing writs as early as you can. At the low levels, writs are very easy to accomplish. At level 35+ they become much more difficult. Remember it says City Task in your Journal, but becomes a Writ for the guild when completed.

Faction. Be aware that the NPC guilds are in competition. Completing a writ for one guild reduces your faction in the opposing three. For example, suppose I do a writ for The Freeport Militia. I gain faction from them, but loose faction to Dismal Rage, The Arcane Scientist and The Seafury Buccaneers. Fortunately, the gain in faction easily outpaces the faction loses so as long as you don’t exclusively do tasks from the same guild, you won’t have any faction issue.

Finally, you can earn GSP for completing Heritage Quests. These quests are very lengthy, often require 2x raids to complete certain portions and reward you with a very nice item. The Heritage aspect is that the item was originally in Everquest 1, like Ghoulbane, The Screaming Mace or the Bag of the Sewn Evil Eye. When you complete these quests, you are awarded significant guild status points. Heritage Quests are found all over the land from NPCs that start them to item drops that begin the quest.
gsp3
Where do I sell items for Guild Status Points and where do I get City Tasks? See the Chart below. Depending on your level, you’ll visit the NPCs listed below to get your city tasks or sell your GSP Loot items. You may only sell the items listed below to the vendor listed below for GSP. If it doesn’t show as GSP in green, you’re getting coin and no status. To get City Tasks, visit the level appropriate vendor. For example, if you are level 41, in Freeport, you would visit Corsair G’Kex at the Seafury Buccaneers(boat on the water) SouthFreeport to get your level appropriate City Task/Writ from the Scout’s guild.
gsp4
You don’t have to accept the first quest they give you, nor do you incur a penalty for deleting the city task and getting a new one. If you’re having trouble finishing one, delete it, and get a different one. Some are much more difficult than others.

Good luck leveling your guild!

« Older entries