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Crypt of Home
=============

/================================================== ===========================\
RECOMMENDED READING

^ http://www.ao-universe.com/main.php?...&link=0&id=153
** AO Universe's guide to this dungeon
\================================================= ============================/

+-----------------------------------------------------------------------------+
| TAKE HOME MESSAGE |
| * Crypt of Home is a 80+ dungeon which has a lot of unique loot. |
+-----------------------------------------------------------------------------+

The Crypt of Home is located to the Northwest of the City of Home, which can
be found right outside the Broken Shores grid access point. There is no level
minimum to enter as far as I know, but I do not suggest that you attempt the
Crypt below level 80.

Warping In
----------
Crypt of Home normally is level-capped at 110, which means you cannot enter it
through the front door if you are above that level. However, an Engineer with
Beacon Warp can warp you inside, allowing a higher level character to run amok.
While this means that you can easily beat up the bosses inside, it also means
there will be others who are pursuing the same goal.

The Front Door
--------------
The first thought that you might have when entering CoH is "Gee, this is a
really short dungeon... what the heck are these levers for?" The CoH is locked
by a mechanism that requires two people to flip a lever at about the same time
to open the front door. If you aren't fast enough, you might need a third
person to dash through the door while the other two are pulling levers. In
any case, if you get a person through the front door, you are good to go,
because beyond the front door is another lever on the floor which will open
the front door for the rest of the team (after a delay and a monster spawn).

Bane
----
If you decide to head down the side passages instead of going straight to the
Crypt proper, you will run into a few enemies and the first boss of Crypt of
Home, Bane. He drops the Bracer of Dark Flame and occasionally drops the
Bracer of Recondite Flames (an excellent Adventurer/Martial Artist item). He
also drops the Human Skin Hood (a PM/SI buffing item, among other things).

Skincrawlers
------------
Heading straight down the main passageway, you will meet a lot of Blorrgs, gas
bags with an attitude. The main piece of loot you get from them is the Bundles
of Twisting Nerves, buffing items for Fixers that go in the NCU deck slots.

Past the Blorrgs is a door that leads to a small chamber filled with creatures
called Skincrawlers. They drop bits and pieces of hide which can be used to
make Crawler Armor. There is also an Alpha Skincrawler boss in the area which
occasionally drops Brother's Brass Knuckles (an MA hand armor item) and a
Damaged Proliferation Unit (which, when repaired, upgrades Crawler into Prowler
Armor).

It is also the home of the first Cenobite Shadow spawn point.

Kizzermoles and the Pit Demon
-----------------------------
After exploring around the conduits (reminiscent of a sewer system), you will
come across a room with many Kizzermoles. Kizzermoles do quite a bit of melee
damage, attack in large groups, and respawn quickly. They drop Kizzermole
Gumboils, one of the few decent "thrown" weapons (mostly used in PvP). Beyond
the Kizzermoles is a lever which, when pulled, spawns a Pit Demon. You can
backtrack and kill the Pit Demon. It randomly drops the Hood of Wicked
Inspiration, Pit Demon Heart (used in making a Reanimator's Cloak), and Pit
Demon Spit.

Cerubin
-------
After much lever pulling, you will reach Cerubin, the big daddy boss of CoH.
He has a nasty tendancy to warp you to his location, as well as several varied
tentacles that either hurt you (bad!) or heal Cerubin (very bad!).

Cerubin has a whole shopping list of random loot that he drops. The Focus
Funneling Helper gives a bonus to tradeskills for certain professions, in HUD2.
The Spirit Tech Circlet of Cerubin is used to make a Veil of the Revoked, one
of the best backslot items for Traders and Enforcers. Gamboling Master's Wear
is the fabled "pink dress" used by many Martial Artists.

Leveling?
---------
The Crypt of Home is a poor place to level up. You will only get experience if
you are around level 70ish, and at those levels, even a full team of 70s will
have a difficult time. Most folks come here for the loot (Cenobite Shadows and
Cerubin). If you want to level, stick to Borgs, Foreman's, or Missions.

Things that you should do
-------------------------
* More Robes! - There are two robes that drop here, the Cloak of the Revoked
and the Necromancer Cloak. Both of these can be upgraded with certain parts
into very nice robes. The Reanimator's Cloak (AKA the Bathrobe) is
particularly coveted (made from a Pit Demon Heart converted to an Indigo
Carmine, and then subsequently combined with a Necromancer Cloak).
* Adventurers and Martial Artists will find the Bracer of Recondite Flames
useful. This drops from Bane.
* Meta-Physicists and Keepers will, likewise, find Sacrificial Ensigns of
Cerubin to be useful. These drop from Necromancers.
* Fixers can find Bundles of Twisting Nerves, an NCU item that adds to various
skills, including BM and MM, as well as +20 to NCU. These drop from Blorrgs.
* Crawler Armor can be made from Skincrawler parts, which is a decent Agi/Sen
armor. It requires a tradeskiller with a MRR (Shape Soft Armor)
* Various strong weapons drop from Cenobite Shadows. There are only three of
them and they have a one hour respawn rate. They vanish as soon as they
spawn, so you either need a very high perception, an area effect attack like
Mongo or AoE nukes, or you need to use a /hunt command with a pet.


Equipment Suggestions and Tips
==============================

Armor
-----
There are a lot of good armor drops in the Foreman's Dungeon, ranging in a wide
variety of QLs. Popular choices include Nadir/Obtru Steel-Ribbed, Senpai Primus
Decus, and the Storm Carbonum Armor (clan only) dropped by Tri-Plumbo. At this
stage, a popular backslot item is the Reanimator Cloak, which is created from
combining the Necromancer Cloak and Indigo Carmine (made from a Pit Demon
Heart).

Other options include rolling a set of armor from missions (which will involve
running a LOT of missions) like Graft Armor, Omni-Pol Elite, Biotech Armor, or
Nano Armor. You can also have a set of high-end armor crafted for you, if you
have the credits.

Melee weapons
-------------
The weapons that you received at the Temple of the Three Winds should still
work well here. There are several high-end items from the Crypt of Home that
are highly sought-after: The Chiroptera, Howlet, and Panther. They have
exorbitant requirements, and often sell for millions of credits on the open
market. They only drop from Cenobite Shadows, which can only be "revealed"
through area-effect attacks in certain areas of the Crypt, making them quite
difficult to acquire. The lower QL versions actually sell for higher, because
of the lower requirements.

Ranged weapons
--------------
The pistol du jour is the Customized Desert Reet 1000. If you use pistols,
you will want this weapon, either on your off-hand or dual-wielded. If you
are a Bureaucrat, you can also get the Dark Pistol or Dark Pistol of the
Revoked from the Dark Cenobites in the Crypt of Home. The Dark Cenobites are
right there at the entrance, so you should be able to farm them pretty easily.

As far as SMGs, the main choice is the Gamma Ejector in Foreman's Dungeon,
followed by the Blackbird from Crypt of Home (for Fixers and Soldiers). The
Blackbird is the only Ranged weapon that drops from Cenobite Shadows.

Getting a Yalm
--------------
+-----------------------------------------------------------------------------+
| TAKE HOME MESSAGE |
| * Yalms are expensive, but they are almost essential for getting around in |
| Rubi-Ka. You can FLY! |
+-----------------------------------------------------------------------------+
At about this time, you should probably start saving up for a Yalm. Yalm is
short for Yalmaha, and it is a flying vehicle that gives you a significant
amount of freedom in exploring Rubi-Ka. By holding down the Right Mouse Button
you can point the "nose" of the Yalm in any direction and proceed forward in
that direction (using Autorun or W or the Up arrow). It is equipped in the
HUD1 slot (for some reason) when in use. It can't be used indoors. Did I
mention that you can FLY?

The problem is that even low quality Yalmahas cost over 4 million credits and
require a minimum of 81 in Vehicle Air to fly. You will want to save up for a
low QL Yalm (aim for about QL30-40), which will cost about 5 million credits,
and require between 81 to 120 in vehicle skill. This will require some amount
of time to purchase, as the QLs of Yalms are completely random.

Locations of Advanced Vehicle Stores:

= Omni Booths =
* 413x289 Rome Green
* 545x290 Rome Blue
* 862x438 Omni-1 Entertainment
* 334x202 Omni Trade District
* 576x222 Omni Trade District
* 1526x541 Lush Fields

= Neutral Booths =
* 3045x3033 Harry's
* 653x575 Borealis
* 290x315 Newland City
* 1190x2350 20K

= Clan Booths =
(courtesy of Unkala at AOFroobs)
* 414x521 Old Athens (labeled Luxury Supplies)
* 363x474 Old Athens (labeled Luxury Supplies)
* 481x559 Tir (~2 blocks W of the Grid & Happy Rebel, labeled General Shop)

It is imperative to get a Yalm by the time you reach TL4. At this point, you
will have exhausted most of the content that you can easily reach by foot, and
your missions will send you to far-flung regions which are difficult to access
without flight. It is easy to get caught up in the "buy better armor/items/
weapons/nanos" game, but keep your eyes on the goal of buying a Yalm by the
time you reach level 100. I found that a few trips through Foreman's Sewers
doing loot runs gave me enough cash to buy one when I first started out. Some
professions are able to sell their services for tips, as well, which can raise
the needed cash.

Fixers can often delay the purchase of the Yalm because of the Fixer Grid.
However, the Fixer Grid quest itself is much easier if you own a Yalm. I still
recommend purchasing a Yalm if you have a Fixer character, but if you can swing
the Fixer Grid quest without one, you may forstall the inevitable.

Metaphysicists generally don't need Yalms. Although it is nice to be able to
stay afloat indefinitely, they possess a nano called Quantum Wings which allows
them to fly. Quantum Wings used to have a playshift requirement, which gave it
the nasty bug of cancelling through zones for people with low nano skills, but
this playshift requirement was removed in patch 17.5.

Adventurers also have the ability of flight with the polymorph "Calia's Form:
Parrot", which is castable on others. However, they won't be able to cast this
nano until at least late TL4, and not comfortably until TL5. If you can stand
to be without a Yalm for that long, my hat's off to you. It is difficult,
however, to reach the content that you need to access in order to level up high
enough to cast this nanoprogram in the first place.

Here's an interesting story about my main character:
I happened to get my Yalm at 4.6 million credits at level 80. After painfully
saving money from looting the Biomare Dungeon, I accrued 4.7 million credits.
After one cycle of shop hunting, I found a QL 37 Yalm for 4.6 million, with a
minimum Vehicle Air skill of 111. I happened to have exactly 111 in my Vehicle
Air skill at the time of the purchase. Sometimes, you just get lucky. *grin*


Advanced Implants
=================
By now, you should have outgrown the implants that are in the premade booth in
the basic store. Unfortunately, these implants only go to QL 100. In order to
have higher implants, you need to have custom implants made. There are two
implant booths in the Trade section of most General stores, and one implant
booth in the General Store main booth area. The implant booths in the Trade
section are of random QLs, but the implants in the main booth area of the
General store come in consistent QLs. Most folks, when making custom implants,
go for the QL 110 and QL 125 implants found in the Implant booth of the Superior
General Store.

- Custom Implants -

/================================================== ===========================\
RECOMMENDED READING

^ http://forums.anarchy-online.com/sho...d.php?t=475485
** Muha's guide to implant creation

^ http://www.ao-universe.com/main.php?...&link=0&id=338
** AO Universe's guide to implant creation
\================================================= ============================/

Implants can be created from scratch. To do so, you will need "A Basic Implant"
of the appropriate slot, and 1 to 3 clusters (Faded, Bright, Shiny) that fit
into the implant. You do not need any special equipment to combine implants.
Simply Left-Click the cluster and Shift-Right-Click onto the implant, or use
the tradeskill window with the implant as the target.

Some notes:
* The bonus that you get from a cluster is based on the QL of the IMPLANT, not
the bonus that is listed in the cluster's description. This means, by and
large, the description of the cluster is probably worthless, except as a
convenient reference.
* You can insert clusters into an Implant lower than the QL of the implant. A
Shiny cluster can be up to 86% of the QL of the implant. Bright and Faded
can be 84% and 82% respectively of the QL of the implant. This means that at
QL 200, you should look for Shiny clusters at QL 172+, Bright clusters at 168+
and Faded clusters at 164+.
* You can insert clusters into an Implant that are higher than the QL of the
implant. A QL 200 cluster can go in a QL 1 implant, if you so desire. The
bonus, again, will prorate to the QL of the Implant.
* There is no easy way to determine what is the prerequisite ability needed to
equip the implant. For example, Computer Literacy Shiny clusters go in the
Head. If you JUST have the Shiny cluster, then the implant is based on
Agility. If you add a Bright Nano Pool cluster, though, the prerequisite
changes to Psychic! It makes no sense. The only way to predict the ability
requirement is to make a "test" implant of low QL with the same grades of
clusters or to use an implant design program like Nano Nanny or iMatrix.
* There is no generic easy rule about how much Nanoprogramming is needed to
implant a cluster. It is based on the QL of the implant and the particular
cluster that you are implanting. Note that the QL of the cluster does not
matter in terms of how difficult it is to make the implant, as long as it fits
within the parameters listed above. Max Health and Nano Skill clusters, in
general, are harder to insert than other bonuses. For a list of all the
cluster multipliers for Nanoprogramming:
^ http://www.aofroobs.com/forum/viewtopic.php?t=4535
* Note that the QL of the implant will raise if you have high enough skill in
Nanoprogramming. QL 1-49 implants do not raise in QL. QL 50-99 implants can
raise up to 1 QL per cluster implanted. QL 100-149 can raise up to 2 QL per
cluster. QL 150+ can raise up to 3 QL per cluster. This could put a spanner
in the works if you have calculated your clusters exactly.
* Jobe Clusters require skills other than Nanoprogramming. They can only be
placed into implants that are at least QL 100 as the end product (you could
theoretically put a Jobe cluster into a 99 implant if the end QL is raised to
100). At QL 100, Implants with Jobe Clusters require TL 3+, but above that
the implants require higher title levels.
* When hunting for Clusters in Omni Trade shops, remember that there are two
floors of shops, one on the ground floor and one on the third floor. They
sometimes have different stock (although sometimes they are identical,
depending on how busy the shop is). Search for clusters up to QL 50 in Basic,
QL 30 to 90 in Advanced, and QL 70 to 200 in Superior.

- Cleaning Implants -

Implant cleaning is a tradeskill that requires a special tool, called an Implant
Disassembly Clinic. These tools are not sold in stores. Instead, they are
made from an Implant Disassembly Unit found in the Fixer Store. Although the
Implant Disassembly Clinic has a "Fixer only" requirement, this is just for the
purposes of equipping it into Util2. Any profession with enough Breaking&Entry
(B+E) and Nanoprogramming (NP) can use it to clean implants.

You can clean any regular implant that doesn't have a Jobe Cluster from QL 1 to
200. Refined Implants cannot be cleaned.

Simply target the Implant that you want to clean in the tradeskill window or
Left-Click the Implant Disassembly Clinic and Shift-Right-Click the implant.
This task requires 4.75 x QL of the implant in B+E and 1 x QL of the implant in
NP. The QL of the Implant Disassembly Clinic must be at least 90% of the QL of
the implant. This means that you will want at least a QL 180 Clinic to do all
implant cleaning tasks.

Once you clean an implant, the clusters in the implant are gone forever. You
lose any clusters in the implant. You have been warned...

One clever technique used to raise the QL of basic implants involves buying
Faded clusters and repeatedly implanting/cleaning the implant. This "steps up"
the QL of the implant with each cycle, due to the QL bumps that occur when
implanting clusters. Faded clusters are preferred because it is easier to hit
the QL bump limit with less Nano Programming skill (and they are cheaper).

- Twinking Implants -

/================================================== ===========================\
RECOMMENDED READING

^ http://gro.dd.org/~tale/ao/ql200-imps.html
** Sample plan for installing QL 200 implants

^ http://www.aofroobs.com/forum/viewtopic.php?t=735
** Another QL 200 implant plan by Sferykal

^ http://www.aofroobs.com/forum/viewtopic.php?t=4653
** My guide for creating a level 15 Atrox Enforcer twink
\================================================= ============================/

Twinking is the process of putting higher level equipment on a lower level
characters. While weapons and armor follow over-equipping rules, implants do
not lose any of their potency once they are installed. In other words, it is
most beneficial to install the highest level implants as possible in your
character. This is simply common sense... but when most people refer to
"twinking", they talk about squeezing a ridiculously high QL item on their
character.

Twinking is not for everyone. If you plan on leveling your character regularly,
you will get less out of it than someone who plans to stay at a certain level
(for staying in the level-locked dungeons or PvP/Tower Battles). It also costs
a LOT of resources, so you may want to just level your character normally and
not worry about Twinking at the lower levels. You'll level up so fast that
all of the effort you put into squeezing better implants into your character
will be wasted shortly as your implants become obsolete.

I don't recommend that you worry about this until you get past TL3 (Level 50)
and have at least one higher level character to funnel credits and equipment
down to your lower level character.

To do so, you will need two things, Treatment and Abilities, raised as high as
possible. Because the best way to raise those two abilities is through nano
buffs, you will also need a high amount of NCU. Generally, the process is a
multi-step regimen as follows:

* 1) Raise Computer Literacy through a set of "temp" implants in the Head, Eye,
and Right Hand. Other buffs include Computer Literacy Expertise, any buffs
to Intelligence, a Salesman's Hat, QL 44 Galahad Beyer Pistols, and the Omni
Special Grey InternOps Suit. This is only necessary to get higher NCU in, so
you can skip this step if you already have a good belt and NCU.
* 1a) Sometimes, I need to wield QL 44 Galahad Beyer pistols on a character
that may not necessarily have the skills to do so. In this situation, I
either make do without it, or install temporary implants for Multi-Ranged
and Full Auto, using Riot Control to buff Burst and a Wrangle/Extreme
Prejudice to buff Pistol.

* 2) Install the highest level belt as possible. Afterwards, Install the
highest level NCU as possible. Note that if you already have sufficient NCU
overflowing, you can probably skip this step.
* 2a) You may want to consider having other NCU buffing items installed as
well, like Carbonum Armor and the Collar Casero De La Cripta.
* 2b) After this step, you may want to consider installing a higher level
Treatment Library, as they require high amounts of Comp Lit as well.

* 3) Now that you have loads of NCU, you should be able to hold a lot of buffs.
Proceed to get the buffs that you need to raise various stats and treatment.
* 3a) Stamina and Strength both are easy to buff, with dual Concrete Cushions,
Essence of the Behemoth, and Iron Circle. You can also implant Stamina with
Premade implants from the Soldier/Trader booths. Finally, various Anvian,
Aquaan, Drill, and Cyborg mobs occasionally drop rings: Ring of Essence
(buffs Str > Sta) and Ring of Endurance (buffs Sta > Str)
* 3b) Agility is also easy to buff, with Feline Grace, Tsakachumi rifles at
QL 40, and implants in the Feet, Waist, and Leg. Typically, these implants
require Stamina to implant, so you may have to buff Stamina first, to get
some of your Agility implants in!
* 3c) Other ability buffs include +15 Sense from Enhanced Senses (Agent), +10
Intelligence from a pair of QL 1 Second-Hand Old English Trading Company
Pistols, +40 Intelligence/Psychic from paired OET Jess Pistols.

* 4) Raise your Treatment. You get the following bonuses from various boosts:

Easy to get bonuses (you should have all of these)
-------------------
* +100 from the Surgery Clinic
* +78 from the Full Omni Med Suit
* +20 from Treatment Expertise

Other bonuses
-------------
* +10 from the OT-Windchaser M06 Quartz rifle (QL 22-25) +10
* +3 to +18 from Treatment Library in HUD2
** Doctors can substitute a Pharmacy and Treatment Library
** Fixers can substitute an Implant Disassembly Clinic
** Agents can use any of the above with the appropriate False Profession
* +7 from Collar of Amplification in Neck
* +4 to +10 from Biomech Cloak on the Back
* +1 to +4 each from Ring of Presence in both Fingers
* Physician's Cap, Stalker Helm, or Biomech Helm on the Head.
* High level Biomech Boots may exceed the bonus from the Omni-Med suit boots,
so keep this in mind.
* +80 from Superior First Aid (SFA)
* If you can't find a Doctor willing to cast SFA, you can use lower treatment
buffs like the +35 bonus from Specialist Treatment (Doctor) or the +60 bonus
from Robust Treatment (Adventurer).

* 5) Treatment laddering. This is the tricky part, and is only necessary if
you need even more treatment than all of the bonuses from your equipment. At
this point, you install a temporary Head implant with Treatment in it. This
allows you to implant a higher level implant in the Eye. With both the Head
and the Eye in, you can finally implant a higher Right Hand. With the bonuses
from the Eye and Right Hand, you can remove the Head and replace it with a
higher QL. Usually, you can repeat this process at least once (if you have
enough Ability to support the implants), with diminishing returns.

* 6) Install your implants! Typically, you will want to have custom implants
that have similar Ability requirements. The Head, Eye, and Right Hand
implants will usually lag a bit behind in terms of QL because of the Treatment
laddering step.

========================
= Beyond 100+ (aong08) =
========================


Title Level 4+ Moneymaking
==========================
* Missions will become your mainstay of making money. Blitz for Animas, Nanos
that "create" things (like Smuggler Shipments), Tank Armor, Armor (body or
pants), full sets of armor (to sell on open market), and Battle Suits. Battle
Suits, in particular, bring in the most amount of cash when sold to a shop.
In order of most to least value:
** (Assault-Issue) Omni-Pol Elite Battle Suit
** (Assault-Issue) Omni-Pol Battle Suit
** Flawed Plasteel Battle Suit
** Desert Battle Suit
** (Augmented) Urban Battle Suit
* High QL Monster parts drop often from Borgs and other mobs at this point.
Bags of these Monster Parts, after processing them into Blood Plasma, will
sell to the shop for about 1 to 2m per bag!
* Blitz for all of your nanos. Not only are you forced to do it anyway (since
QL 125+ nanos aren't sold in shops), it will save you a ton of cash.
* While Team missions are typically designed for a team (duh), you can also roll
Team missions for soloing. They take longer, but the boss at the end often
gives good loot. In particular, Controller Recompiler Units (CRU) are coveted
and sold on the open market for 20-30k per QL. Since the number of items on
the boss is determined by the number of people on the team, many people form
"CRU parties", where 6 people form a team and roll missions separately at
different locations as a solo endeavor, the single purpose being to kill the
boss and hopefully get a CRU to sell.
** Note: With the release of the new Sector 10 zone and the supply of CRUs
rising drastically higher due to both individual CRU hunters and the new
Sector 10 drops, CRU has gone down in price on RK1, as low as 20-30k/QL.
* Token Guns - Full bags of token guns sell for 2-4m. What are token guns? See
below in the next section.


Token Board Grind
=================
By now, you should have earned at least the 250 token board. Now is the time
when the Token Board grind gets really tedious. However, the rewards for the
400 token board and the 1000 token board are so great that it usually is worth
it to run easy missions and grind out some tokens so you can achieve the 1000
token board. Try to select missions that are close to a grid terminal or Whom
Pah, and do "clumps" of missions in the same location to reduce the amount of
time you take to travel. Set your mission difficulty slider bar to about 30
to 40 percent, whatever setting will make the enemies "green" but not "grey".
Also, select missions types that are easier to control in terms of completion
like Repair, Return Item, and Find Item.

Another option for getting tokens at high levels is Token Guns...

Token Gun Mission
-----------------
For the Clan version:
^ http://forums.anarchy-online.com/sho...d.php?t=326652

For the Omni version:
^ http://forums.anarchy-online.com/sho...d.php?t=396874

Technically, this is the tower weapon quest, but it is repeatable and gives one
token each time it is completed. Basically, a General from your faction wants
you to collect 12 weapons (Fine-Tuned Westinghouse IM-50 Plasma Burner OR BBI
Minami-90 Sticky Love Rain) and store them in a Dimensional Crushing Storage
Device (DCSD for short). The DCSD is UNIQUE and can be used for either gun, but
once you use it for a particular gun, you have to fill the rest of the slots
with that gun.

If you want to harvest these guns, a large amount can be found on the corpses
of various high level Omni/Clan soldiers. The Omni bases in Avalon (for Clan)
and the Sentinels Base in northeast Wailing Wastes (for Omni) can reap many of
these guns, as well as Polychromatic bots for Tower Crafting and Bravery Tokens.

Token Guns are also bought and sold on the open market as "Token Gun Bags". A
full bag of Fine-Tuned Westinghouse IM-50 Plasma Burners or BBI Minami-90 Sticky
Love Rains generally runs from 2 to 4 million credits on the open market. Since
each bag is 21 guns, this means each bag is worth one and three-quarters of a
token.

Normally, the mission involves tedious travel from one base to another. However,
sometimes the Supply Master for the quest (Eel for Omni, Smug for Clan) is moved
closer to the Generals, allowing for an easier time to harvest the tokens.


Cyborgs
=======
The easiest way to level after 80+, by far, is killing Cyborgs in Mort and PW.
The shortest distance to the 'borgs would be to take either the Sentinel Grid
or Whompah for Clan, then heading to the Southwest at the "6 o'clock" position
of the Toxic Lake, or use the Grid to get to Meetmedere and head directly
North, then Northwest after the zone change to Mort. You'll arrive at an Omni
Ruins (with working Mission Terminals!). This place is heavily camped, and thus
you may have problems with finding enough 'Borgs to hunt regularly or finding
a team with an empty slot or appropriate level range.

There is also another similar camp to the north by northwest of the Toxic Lake
in Mort. Perpetual Wastelands has two barracks in the far northeast corner of
the zone which has higher level Borgs.

The key to hunting Borgs is that they have a mixed set of attacks, melee and
ranged. Their AI is such that they will always attempt to get into melee
range and unload with both their ranged weapons and melee attacks. If they
are in motion, however, they will only be able to shoot off an occasional
special attack. Thus, when you gain aggro from a borg, you should run from
it, allowing it to chase you so that it can only hit you with its melee
attacks while in motion.

Borg hunting hints
------------------
* Having a team is almost essential. You'll want a well-rounded team with an
aggro-stealing tank, a competant healer, and enough run speed on all members
to dodge attacks. A calmer is also helpful, should things get out of hand.
* You have to learn a new way of fighting here, called Team KITing, or "Killing
in transit". Basically, you run away from the borg, only attack if you are a
safe distance away (i.e. outside of melee range). In teams, you would
designate one "puller" who would aggro a single 'borg, run back to the team,
and then run around in circles around the team while the team takes potshots.
* Do NOT stand and fight against Borgs. You will probably die, unless you are
a high level enforcer with great armor and evades. If you get aggro (it will
say "Attacked by Cyborg Colonel" or something similar in Red), run around in
tight circles around the group until you lose aggro. Be careful when you do
this, as sometimes you may pull more Borgs into range.
* Melee pullers have an advantage here, as they can run (forcing the Borg to
run so it cannot use its ranged attacks) and still auto-attack and unload
special attacks. Unfortunately, you have to stop briefly to use most Martial
Arts attacks, but weapon specials and Brawl still work while in motion.
* Calmers can really shine here, if the puller messes up and aggros multiple
borgs or if borgs spawn on top of you. A good calmer can mean the difference
between a party wipe and the party staying intact.


High Level Team Missions
========================
At around level 120+, even Borgs in PW will fail to give you the XP that you
need to steadily progress. Usually at this point, people either tend to grind
out missions for some tokens or band together in teams to run high level team
missions. At around QL 200, the missions will provide a total of 6m to 10m XP
to each member. Above 200, missions become significantly harder per level (the
jump from 201 to 210 is about as drastic as the jump between 150 to 200), but
also give MUCH greater experience. At TL4 and early TL5, I would recommend
running missions as close to 200 as possible, without going over 200 (unless
you have a very strong team).

Most people, when running teams to do High Level team missions, tend to roll
missions at either Newland or Meetmedere and try to target the location of
Broken Shores. Many of the missions in Broken Shores are near the Gridpoint at
the City of Home, which also has convenient Bank terminals and Insurance
terminals. As far as slider settings, most folks go LLLRRR, which means
setting all the "optional" slider settings all the way to the Left for the top
three and all the way to the Right for the bottom three.


High Level Dyna Hunting
=======================
Alternatively, many folks form small groups and hop from dyna to dyna in Belial
Forest or Perpetual Wastelands. Each boss gives a great amount of XP and often
drops great loot as well. It requires all the team members to be highly mobile
(either relying on Yalms/Quantum Wings or Calia's Form: Parrot) and skilled at
navigating using an outside map like CSP or Atlas of Rubi-Ka.

Халявная игра в Anarchy Online (Froob Account)
Anarchy online mass PvP//Каталог полезных статей//Тотальная война в Anarchy Online
AO: Molotoff C0cktail (RK1) Mavritanic, PvP Rank: Master
Prof: Nanotechnician, lvl: 220
NT style // Нанотехник от 1 до 205. Большой гид
------
Когда я был моложе, я нашел эту планету остывающей. Со всей моей веселой яростью, я благословил её проклятием сказав «Пусть все, все, все получают то, что они хотят».
© Ньярлхотеп