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Топик для новичков. Вопросы и ответы.
Автор темы: GoHa
Дата создания: 17.09.2004 03:02
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xroft
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Gan spokuxa.
Vse bivayet. Ja tak dumay.(ne 100% no po drugim predmetam, eto prokativalo)
Ja tak delal kole4ko. Bil lvl 6 smog delat crude toko. Kak stal lvl 7 poyavilos shaped. Dumay na 9 i prestine smogu. Tak i vezde. Kak lvl podimayesh povishaytsa stati.

Ti uveren 4to u vendora polufabrikatov net???
JA i lapis i bronze da xot gold u vendora v prodage kak refiend material videl.
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колечко это не спелл, поверь мне сделай престине бумагу и чернила хотябы просто ink, т.е. 3 уровня после crude и shaled будет просто ink , последний - prestine ink и попробуй сделать спелл, он отработает 3 процесса и все процессы будут называтся одинаково, т.е. результат будет тот же что и с 1 процессом из малокачественных материалов, просто ХР больше и все.
Посмотри сам у вендора есть хоть какой нить пузырёк-баночка с крышечкой (не пробирка) с зелёным содержимым. Если есть , тогда я наверно забью на бету и вернусь в АО =))) btw bronze\lapis\copper продают по 1gp не просто так =)))

P.S. ну кто нить знает про LORE предметы что нить ? блин продают skeleton essence из этого говна за нормальные бабки и никто так и не узнал что это , из чего это и для чего ? ммм неверю !
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Gan, ne putay, player maded prestie i vendor madded. Tam toko shaped.
JA poka tak i ne polu4il podtvergdenie, 4to u spelov quality vliyayet na silu spelov.

P.S. Iz za lagodroma, prishlos poigrat decel na drugom beta2 servere. Prodolgu, skaug. No poxodu, vioshibayetes s resursami.
Ответ: Топик для новичков. Вопросы и ответы.
Originally Posted by xroft:
Nikan ? ti xot ponal 4to ti skazal to ?

Refiend material Naprimer Tin Bar.
Stoit 12c

Esli delat samomu. To nado Tin, plus fuel, plus chemikat.
I togo 4tob selat etot Tin Bar samomu nado Chemikat stoit 12c fuel 6c.= 18c.
GDE DESHEVIZNA TO?

High Lvl materiali, moget bit i est rentabilnost.
No potom s sovsem green xp po4ti ne kapayet, a po dengam vixodit doroge.
И так пытаюсь доказать что качать крафтера используя руду, дешевле чем исползуя покупные компоненты:

Возьмем крафтера 4 уровня и будем делать tin hook.

Вариант 1:
Покупаем shaped tin (12c) shaped fosiil temper (12c) и уголь (6с)
итого 30с полученный hook продаем за 23с итого себестоимость

Максимум что у нас может получится это shaped tin hook, с 3 попыток я получил 2 crude tin hook и 1 shaped.
За crude дают 3% експы за shaped 6% итого в среднем 4%
Вычисляем себестоимость 1% експы по этому варианту,
получаем 1.75 с
Вариант 2:
Делаем из руды.
Нам надо 2 Fossil tempera для него надо 1 свечка (6с) и одна вода (6с) итого 12x2=24c
Fossil temper строго получается обычный за него 1.5% експы,нам нужно 2 итого 3%
Далее нам нужен Tin bar для нег нужен 1 fossil (сделанный) и один уголь (6с)
У меня строго получаются pristine tin bar дают 2% експы
Ну и делаем сам tin hook, тут нам нужен только уголь (6с)
У меня они получаются всегда обычные и заних дают 10% експы
Считаем себестоимость 24+6+6=36 и продаем это за теже 23с
Итого себестоимость 13с
Теперь считаем експу 3+2+10=15%
Вычисляем себестоимость1% и получаем 0.87с

Вывод: второй вариант дешевле в 2 раза.
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Nick eto vse kruto, no ja posmotry, kak ti bush ka4atsa na tin barax posle 5 lvl ?
Tam uge ka4ayeshsa ne na refiend a na componentax ili gotovix izdeliyax.

Nick, ti eto ne vosprinimay, kak personalniy nayezd. No tvoy primer, pashet toko s lvl 3 na lvl 4. NA lvl 5 uge lu4she na sumkax ka4atsa. Mesta bolshe, prodat mona. Da i xp na poradok vishe idet. A eto sam ponimash, sumki eto gotoviy produkt. Eto iz refined, delayesh componenti dla sumok, potom sami sumki. Xp idet o4en xorosho.
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Я ничего про время и не говорил, ежу понятно что изготовление из руды, сожрет для готового предмета просто вагон времени.
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NA lvl 5> a osobenno 6>. Izgotovlenie iz rudi ne prineset eshe i po4ti nikakogo XP.
Ono budet uge sovsem sovsem zelenoe. Kagdie 3-4 Tin Bara eto 1 xp ?

Smisl imeyet toko, esli delat uge gotoviy tovar. Dla seba, ili na prodagu. Tam PRestine, eto prosto muss. Dla proka4ki, etog mazoxistom nado bit, pritom bezdenegnim :), S drugoy storoni, esli materiala raw mnogo, i znayesh v kakom napravlenii bush craftit, to imeyet smisl. Budesh ka4atsa, no sdelayesh sebe prestine. JA tak sebe pergamentov sdelal 40 shtuk. Iz nix 11 Prestine vishlo. Dumal dla scrolov rulit budet. Oshibalsa.

V itoge oba mi s Nikanom pravi. PRoka4ka medlennaya, no plus zagotovki dla izgotovlenie veshey mogno sdelat pro zapas. Ili zabit na vse, podnatsa bistro. I potom uge iz steela delat.
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Originally Posted by xroft:
NA lvl 5> a osobenno 6>. Izgotovlenie iz rudi ne prineset eshe i po4ti nikakogo XP.
Ono budet uge sovsem sovsem zelenoe. Kagdie 3-4 Tin Bara eto 1 xp ?
хммм ну как тебе сказать сделав на 9 лвл 40 бумаги , 40 чернил и 20 тинов я щяс имею 216% а было 67%. Всё было сделано за 3-4 часа вот и считай что и как =))) Наверно возникнет вопрос а почему я не 11 лвл ? а нахер пока не упрёлось , я тогда с простого крафта эксп получать не буду, а так считай в банк идёт да и бизнес спеловый развернул , меня уже советуют друзьям =)))
Last edited by Ganja_renamed_4558_30092020; 05.10.2004 at 23:19.
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Gan vi maniaki.
Delayesh pravilneie recepti. I dengi eshe v plus budut idti, dage, esli vendoru prodavat.

P.S. Ja dumal vse recepti prodaytsa u vendora. Naivniy ja bil. Tut vipalo 2 knigki.
Artisian Weaponsmith volume 9 i Artisian arcane volume 9. Dik tam bili recepti, kotorix net u vendora. Oxrenet. Vot v 4em smisel to. Vot gde narod campit budet. Suda p oreceptam. U vendora v lu4shem slu4aya 1/5 ili 1/6 receptov legit :((
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В зад вендора , бумажку тебе родимый крафтить придётся. Либо после 10 без ХР либо до и с ХР, причём не с плохой . Вот и думай когда лучше бумагу делать и сколько, если ты собераешся потом спелы продавать ...
btw имею Артисан Спелл Скролл 9, 14 и 18 - соответственно могу клепать адепты, думаю что почти на все спелы, правда после того, как получу 18 лвл. Щяс могу тока до 9, да и то не много их к сожалению =(
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Gan nee bez mena
ja lu4she pocrafty na 9 paru itemov deneg na etom eshe srubly i xp
a vsakie scroli i sidet ve4no na 9 bez mena
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Лучше всего экспа, как мне показалось, в отношении затраченного времени идет из дров покупаешь refined elm 12с resin chew 12c sandpaper 6c b и делаешь палку, потом продвинутую палку, потом мега продвинутую палку. До 10 я так понимаю они имеются, палки в смысле. итого сибестоимость 7с за заход.
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btw inogda vigodnee ostavit craft na samoi pervoi zaatovke na grude ...

i ne gdat last one exp pochi ne otlichaetsa a vrema yhodit dohera

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Ну скока ты денег соберёш на итемах которые скрафтиш до 9 лвл ? хз недумаю что очень много . Вот тебе пример добил я лвл 9 , сделал 40 бумаги и 40 чернил , крикнул что продаю спелы 1-9, в течении 2 часов ушло всё и ещё из запасов престине доставал неско штук. Тепер калькулируем, продавал я их по 3sp при себестоимости бумаги + чернила около 1sp : 40х2sp = 80sp - это то, что я заработал где то за 4 часа + поднял >150% ХР. Теперь скажи мне на 9-10-11 левле ты сможешь сделать что то , что перекроет мою прибыль и ХР? Мне правда интерестно и если ты предложешь более рентабельное производство, я буду рад, но не думаю что ты сможешь мне что то предложить побив и ХР и деньги =) btw Чувак 15лвл, который стоял рядом со мной и воял чтото там по ювелирному делу посмотрев что я там тоже что то вояю и что у меня ничего нет в слоте где серьги, подарил мне серьгу, которую своял. Неплохая такая она да , но не поднять за неё много бабок, и это при его 15 лвл . Вот так вот ... А так конечно я буду рад да и не тока я если кто нить предложет что то дельное. Опытом надо делится.
P.S. О.о кое что узнал про Gnoll LORE предметы : это квест и за него дают спешал Kick . Где и как и ваще что для чего и почему пока незнаю ... Belka ты должен знать я чую :р Отпишитесь кто если узнает, место в банке кончается =(((
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Никто не встречал нпс который квест на Крусайдера дает? в Кейносе
И нужно ли читать журнал(книгу) ситизона , на квест бегать по городу и окрестностям.
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Вопросы:
1) Какой класс/подкласс является лучшим танком? Раса? (для себя нашел Огр либо Тролль guardian).
2) По какому принципу работают Combat Arts? Является ли это аналогом скиллов ЕК1, которые нужно прокачивать? Или это как спелл - один раз заучил и юзай на здоровье (при этом не нужно прокачивать это умение до определенного уровня)?

ЗЫ Одно фигово в танке (наверное): фиг пофармишь толком. Дамага маленькая. Т.е. сидя на кампе выгоднее быстро мобов выносить, а потом посидеть чуток. Быстрее мобы ресаются. Правда если будут такие кампы... наподобии green goblin кампов в локации около деревни светлых эльфов. Блин... забыл название обоих зон.

а! вспомнил Greater Faydark... во! а вторую забыл.

Кто нить фармил танком (чистым танком)? и как оно?
Last edited by Zengler_renamed_1197_06032020; 03.11.2004 at 01:54.
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Так... как я понял Гвардиан - бест танк. Но про Combat Arts осталось неясно. Посему повторю свой вопрос:

По какому принципу работают Combat Arts? Является ли это аналогом скиллов ЕК1, которые нужно прокачивать? Или это как спелл - один раз заучил и юзай на здоровье (при этом не нужно прокачивать это умение до определенного уровня)?

И еще:
Влияние статов так же как в ЕК1 или изменено? Наскока я понимаю, для танка важны прежде всего Stamina - HP; Str - вес, такскать тяж. броню и сила удара; Wisdom - магическая защита (вот тут я не уверен).

Если не трудно, распишите влияние статов. Или хотя бы такое же оно как в ЕК1 или другое?

Belka ответь. Ты же усе знаешь, а я хоть Belkaspeak заодно подкачаю чуток.
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grrr comat arts eto scjitai speli . no main eto nado use pravelno heroic . sm pary tem nige.

toest na cistom wepone ti moba toko posarapaesh na 10 -15 % solo a esli so skilami i heroic to ybesh bez shansov, no solo gvard eto max do 18 lelela

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chas dla tanka vagno AGILITY. armor v eq2 >>>> hp

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Originally Posted by Taciturn:
chas dla tanka vagno AGILITY. armor v eq2 >>>> hp
AGILITY ? Это же уворачивалка. Т.е. с большой AGILITY - ты получаешь меньше дамаги, ну и вроде да... АС дает.

Т.е. получается, что наиболее подходящая раса для гвардиана - это Варвар. Хорошая сила (сила атаки и переносимый вес)+Хорошая стамина (кол-во ХП)+Средняя Аджилити (уворачивалка и АС). Аджилити конечно получше у Ратонги, Халфлингов и т.д. Но из них все равно танк, как из Огра визард.

Так?
И распишите плиз, как влияют статы.
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И наскока я помню, в ЕК1 Аджилити не давала много армора. На шмотках брали армор. Наскока сильно Аджилити влияет на АС в ЕК2 ?
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vlijaet, i samoe glavno po armory ego nado dergat ne stoko kolichestvom skoko kachestvom

vot pochitai eti topiki dla warrov oni vagni
https://forums.goha.ru/showthread_101_1_t12718


tyt > https://forums.goha.ru/showthread_101_1_t12732 est citati Omnija o raznom

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Quote:
Death in EverQuest II
By: Elliot Feldman


Inevitablly, as you travel the vast expanses of The Shattered Lands your character will most likely experience death. Upon the death of a character, a player has a choice to remain in his or her character's body and wait to be revived by another character, or release the body and respawn. Once released, the character appears at an explorer camp near the site of his or her death. If revived, the character appears at the site of his or her death, where a spirit shard has been dropped.

Character Death

Effects of death: a spirit shard is dropped on the ground (unless the character is revived by another player before releasing); some of the character's stats and pools (health, power) are lost, the character owes some experience debt and his or her equipped items are slightly damaged.

Explorer Camp

Explorer camps are spots where a player can choose to reappear when he or she dies. These camps vary in terms of location, but there will provide a nearby safe spot for a character to regroup and recover. Some camps may be safer than others, depending how far the player has ventured out into the world.

Spirit Shards

Each time a character dies and chooses to release, they leave a spirit shard on the ground. As a result, a character takes a penalty to his or her stats, experience, and item wear. When retrieving a spirit shard, a player's stats are returned to normal and a large part of the experience penalty is paid off. If a player chooses to not retrieve his or her spirit shard, the character will automatically absorb it after a three-day period (online or offline), but the full experience penalty will remain.

To retrieve a spirit shard, a character must return to the site of his or her death and get within a reasonable range of the shard to retrieve it. When a spirit shard is retrieved, a character's stats and pools are restored, and experience debt from that death is reduced by more than half. Spirit shards do not behave like corpses in EQ. A player cannot cast resurrection spells on spirit shards, nor can other players move them. Only the player's character can recover his or her own spirit shard.

Multiple Deaths

Each time a character dies, he or she takes an additional stats and pools penalty that caps out at around five unrecovered deaths. Multiple deaths create additional experience debt and item wear, with no maximum cap. The stat and pool penalty is based off the number of shards remaining in the world, so the more unrecovered shards, the larger the penalty will be. Five or more shards left in the world will give the player the max stat penalty. For example, recovering shard number eight will immediately give back a chunk of experience debt, but would have no immediate effect on the stat penalty as there are still seven more shards out there. (NOTE: A character may leave only a maximum of 10 shards in the world at a time. If the player dies with 10 shards in the world, they don't leave additional shards. This means they don't take an additional stat penalty, but they also don't have a shard to recover to help with experience debt. Essentially, dying this many times means taking full experience debt with each death.)

Equipment Damage

When killed, a character suffers damage to his or her equipment as well. If left untended, accumulated damage can make a character's equipment unusable. At that point the item will be removed from its equipment spot and placed in their inventory. If the player’s inventory is full, the piece of equipment will be placed in the overflow area. To fix damaged equipment, a character must find a mender or use a field repair kit to fix the item themselves. Menders are usually located in cities or towns.

Experience Debt

Upon death, a character accumulates experience debt. This appears as a red bar at the end of the gold experience bar. Although a player doesn't lose experience he or she has earned, the experience debt must be paid back with experience earned going forward. Thus, experience debt is reduced as a character gains new experience. Part of the experience earned goes toward repaying debt while the other part continues to advance a character's level. When a group member dies, his/her experience debt is shared with all group members.

Resurrection

A character can only be resurrected if he or she hasn't released and is still lying on the ground dead. Spirit shards cannot be resurrected. Resurrected characters don't leave a shard on the ground - they immediately regain their stats and reduce their experience debt by the same amount as if picking up a shard. All priests have the ability to resurrect players who have not yet released their corpses. Additionally, paladins, necromancers, and dirges can cast basic non-combat resurrection spells. Priests have much more variety and flexibility in their choice of resurrection spells, and are the only ones able to cast rez during combat.

Group Debt Sharing

Group sharing is a new system that allows groups to share risk as well as reward. Certain classes are at higher risk of dying due to their role, even if they play well. A lot of times, a player might die just because he or she wasn't healed in time, or because the player helped out on a bad pull, or because the player simply had some bad luck. This system lets the group share the penalty for dying, just as they would've shared the reward if they'd won.

Group sharing greatly lowers the penalty for the occasional death of a group member. If a group plays well and a member dies once in awhile, the group won't feel much of a penalty at all. If members are dying frequently or if the whole group wipes out, then members may want to reconsider their target or work on refining their strategies.

When any member of a group dies, their experience debt is split evenly amongst the group members. The shard recovery debt (the portion that is fully refunded when a player retrieves their shard) is not split and is applied only to the player who dies.

If a player is in a two-person group, each person gets about half of a normal debt if one of them dies. If a player is in a six-person group, each person gets about 1/6th of a normal death if one person dies. Because the debt each person gets is much smaller than a normal death, and because all group members are paying off the debt at the same time, it is much faster to get out of debt than it used to be. Joining groups will lower a player's risk and help pay off individual debt that much faster. Group sharing should lower large debts being racked up by higher risk classes.

This group system encourages keeping members alive and healthy. If a member does end up in a bad situation, it's worthwhile for that member to die if it will let the rest of the group escape.

Last Updated: 10/22/2004
hehe

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FP





Quote:
Berek’s Guide to Freeport
By: Berek


Welcome to Freeport

This guide is intended to introduce you to the dark city of Freeport, ruled by the evil Overlord Lucan D'Lere. Freeport is situated on the southeast edge of the Commonlands. This city is perfect for those who wish to surround themselves in darkness and lawlessness. Around every corner you'll be despised for who you are and treated like a criminal, at least at first. Everyone will have their eyes on you, especially those wishing to take advantage of a new face. If you live in this city, let us hope you're a light sleeper or you may fall victim to citizens that might steal your possessions--or worse. Freeport's atmosphere is as lifeless as the heart of Lucan himself. There are various trees scattered about, but their leaves died off long ago. If you're hoping to create a high elf or other good-aligned race, look toward Qeynos as your home city.

The City Proper

Pressing M on your keyboard will bring up the map window. There is only one primary entrance point into Freeport proper, the West gate. This is probably a defensive measure, although it also allows the Freeport Militia to monitor exactly who comes and goes. There are two other entrances to the city, but those require you to travel through dangerous adventure yards. Once you enter West Freeport you are free to travel through to East, North, and South Freeport. From this point forward we'll describe these areas as the "city proper".

The Districts – Your homeland within the city.

This brings us to the other areas of the city; the various districts of which one will become your home after you leave the Isle of Refuge. The race you choose will determine which district you start out in. Think of these districts as suburbs within a large city. You have the downtown area, or the city proper, and then the surrounding areas, the districts. There are six districts, each of which has its own atmosphere as well as unique areas that connect to them. Some common elements you'll find in each district will be various merchant shops, inns, taverns, the docks, a bank, an entrance to the Thieves' Way, as well as a cellar leading to an artisan area filled with all your crafting tools.

Beggar's Court (Human, Half Elf)

This area was once the original trade district of the Coalition of Tradesfolke, a prosperous merchant court. Now home to the refugees, it's one of the poorest areas in the city. It boasts a large population of humans, with a few half elves mixed in. Beggar's Court is famous for one thing: contraband. Whispers have been heard about a secret organization here.

Big Bend (Ogre, Troll)

Big Bend is one of the oldest settlements in the history of Freeport and has the distinction of housing the larger races of the city. This district is a haven for all the ogre and troll refugees that arrive on a daily basis seeking citizenship. Its architecture and layout mirrors that of its inhabitants: crude signs, smashed barrels and broken furniture mark your passage.

Longshadow Alley (Dark Elf)

Longshadow Alley is unique among the districts of Freeport, for only one race resides here: the Teir'Dal, or dark elves as their human neighbors refer to them. The Overlord counts the Teir'Dal as one of his most useful resources, granting them the district as a show of gratitude for the service of one of their kind.

Scale Yard (Barbarian, Iksar)

Since they escaped the grip of Shissar tyranny, the iksar have allied with none and have been feared by all. Today, the known remnants of the iksar culture exist in the Scale Yard, forced to accept the barbarians as their neighbors. The iksar control the district's political landscape, while the barbarians seek to gain favor in the eyes of the Overlord.

Stonestair Byway (Erudites, Kerra)

Stonestair Byway was given its name for the large stone steps that lead up to residences on either side of the roadway that winds through the district. The kerra and Erudites, forced to live together, share these streets in uneasy coexistence. Even with open fighting forbidden, the tension in the district could be cut with a knife - and often is.

Temple Street (Gnomes, Ratonga)

Formerly a defunct precinct of the city proper, this district is by far the most cluttered of all, filled with busy gnomes and teeming with mysterious ratonga. Strife occurs from time to time, but for the most part these two races coexist with no troubles. The gnomes tinker away, while the ratonga enigmatically offer the gnomes help.

The Docks – Your above-ground (and safe) transportation throughout the city.

One unique facet of each city is the ability to travel throughout the city in multiple ways. Each district has its own docks that facilitate one of the easier methods of transportation. As you approach one of the docks, you'll notice two mariner's bells situated near the end. Double clicking on these brings up a menu that allows you to select your destination. One of the bells transports you to the outer combat areas and the Commonlands. The other bell is strictly for transportation within the districts.

The Thieves' Way – Your below-ground (and not-so-safe) transportation throughout the city.

Thinking about betraying Qeynos and heading over to Freeport? This is one of the methods that you would use to gain access to the city. This is also your more adventurous and thus more dangerous route throughout the city. Similar to the mariner's bells, the Thieves' Way is the Freeport sewer system that connects not only all the districts of Freeport, but all the areas within the city proper as well. Five main sections of the Thieves' Way are outlined below. Each section is relatively safe in itself; however, if you need to travel directly to another section without using the city streets above, you'll want to take extreme caution when traveling through the connecting sewer system.

Freeport Adventure Yards

There are two adventure yards you can travel to using the mariner's bells. These are the Sunken City and the Ruins. The Sprawl and the Graveyard are two adventure yards accessible through the city districts as well as from gates outside the city perimeter. Serpent Sewer is an extension of The Thieves' Way, also accessible by the Sprawl. Be careful when traveling between combat zones through Freeport as they are more extensive and inter-connecting than their Qeynosian counterparts.

The Sunken City is one of the older and more unkempt adventure yards. The entire area is flooded, with flotsam and other debris scattered about. With the area left to decay, you'll find various monsters such as scorpions, crabs, skeletons, and several humanoid Freeport raiders that have made the area their home. Even in a dreary city such as Freeport, this is one of the lowest of the low areas. Despite its décor, you'll find a decent amount of tradeskill resources to gather.

The Ruins is another area that has been largely left to decay. Set in a more outdoor environment than the Sunken City, the Ruins is in a valley with scattered burnt-out buildings infested with skeletons, snakes, and nasty groups of orcs. You'll also find this area a worthwhile place to gather resources, although stay close to the entrances as orcs will gang up on you quickly if you choose to invade their territory.

The Sprawl is one of the most accessible adventure yards in Freeport. With access directly from the Commonlands as well Big Bend district and other adventure yards, the Sprawl is a nice area to fight in with various snakes, rats, and orcs making the decayed buildings their homes. The Sprawl has a setting real similar to the Ruins, although be extra cautious as you'll easily train all the villagers that reside there.

The Graveyard is exactly that, a graveyard set in an outdoor, dreary looking environment. It has a similar but slightly drearier atmosphere than the Peat Bog in Qeynos. One of the unique aspects of this area is its abundant supply of resources for all your crafting needs. It is fortunately one of the lower-level areas, so you shouldn't have too much trouble navigating it as long as you are cautious. You'll find spiders, skeletons, and rats hidden between the various tombs.

Serpent Sewer is an extension of the Thieves' Way sewer system. Be cautious when entering Serpent Sewer as the creatures that reside there are significantly higher level than the Thieves' Way. When you're ready to move beyond the Thieves' Way, Serpent Sewer will be an excellent choice for adventure.


Last Updated: 10/22/2004

EQ1, EQ2, WoW, VG, EVE, WH, Aion, Rift, AA, BDO !? NO !!, awaiting EQ Next...still, Bless, Revelation, again RL or ?
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Quote:
Berek’s Guide to Qeynos
By: Berek




Welcome to Qeynos

This guide is intended to introduce you to the glorious city of Qeynos, governed by Antonia Bayle. Qeynos is situated on the western most point of the region called Antonica. The city is for those who wish to embrace the ideals of good and be in the presence of those who wish only goodwill towards its inhabitants. Around every corner you'll be greeted by merchants eager to sell their wares in a friendly and productive atmosphere. Many citizens met, married, and lived their entire lives in happiness here. Gardens, ponds, and various other flora and fauna decorate the city. If you're hoping to create a dark elf or other evil race, please look towards Freeport as your home city.

The City Proper

Pressing M on your keyboard will bring up the map window. There are two main gates that you can choose when entering the city from Antonica: the North Qeynos gate and the South Qeynos gate. These gates connect you to two of the main zones within the city, North Qeynos and South Qeynos, respectively. From this point forward we'll describe these zones as the "city proper". Along with these two zones, the Elddar Grove and Qeynos Harbor are two additional parts of the city proper.

The Villages – Your homeland within the city.

This brings us to the other areas of the city; the various villages of which one will become your home after you leave the Isle of Refuge. The race you choose will determine which village you start out in. Think of these villages as suburbs within a large city. You have the downtown area, or the city proper, and then the surrounding villages. There are six villages, each of which has its own atmosphere as well as unique areas that connect to them. Some common elements you'll find in each village will be various merchant shops, inns, taverns, the docks, a bank, an entrance to the catacombs, as well as a cellar leading to an artisan area filled with all your crafting tools.

The Baubbleshire (Gnome, Halfling)

Without a doubt the most carefree of all of the villages, the Baubbleshire is home to both halflings and gnomes. Although it began as a strictly halfling trading post near the end of the Age of Turmoil, the gnomes have integrated nicely and definitely add their own "flavor" to the community. The halflings have learned to tolerate their new neighbors as best they can.

Castleview Hamlet (Froglok, High Elf)

This hamlet falls under the direct view of Qeynos Castle, and the architectural style mimics that of the castle's interior. It is home to the youngest and eldest races in Qeynos: the frogloks and the high elves. The two races share an almost parent-child relationship, the high elves hoping to temper their neighbors' enthusiasm into wisdom.

Graystone Yard (Barbarian, Dwarf)

Graystone Yard is home to two of the hardest-working and rowdiest races in Qeynos: the dwarves and the barbarians. The village is located off the main city dock, and a few kerra make their way here during the daytime to see about the latest catch of fresh fish being sold in the district. Although quiet during the day, Graystone boasts the largest tavern outside the city.

Nettleville Hovel (Human, Kerra)

Nettleville is one of the oldest standing villages adjacent to the city of Qeynos. It is here that the human populations of the city can be found: simple peasants, farmers, merchants, and fishermen living quiet lives outside the bustling city. Two main avenues are lined with quaint little homes. The kerra have also taken up residence in this area.

Starcrest Commune (Erudite, Human)

Starcrest Commune is a haven for the intellectual elite of the city. Although similar in structure to Nettleville, one of the large differences is the ornate fountain found at the center of the city. The Erudites and humans claim Starcrest as their home. As you roam the streets, the banter of good-natured debates and the occasional chess game are commonplace occurrences in this village.

The Willow Wood (Half Elf, Wood Elf)

The Willow Wood has a distinct style that stands out from the other villages. The architecture of the buildings is humble: simple stepping stones mark the way for travelers. It is not uncommon to see animals and livestock. The wood elves and their half elf cousins reside in this area. More of a commune than village, the residents prefer the tranquility only nature can provide.

The Docks – Your above-ground (and safe) transportation throughout the city.

A unique part about each city is the ability to travel throughout the city in multiple ways. Each district has its own docks that facilitate one of the easier methods of transportation. As you approach one of the docks, you'll notice two mariner's bells situated near the end. Double clicking on these brings up a menu that allows you to select your destination. One of the bells transports you to the outer combat areas and Antonica. The other bell is strictly for transportation within the villages.

The Down Below – Your below-ground (and not-so-safe) transportation throughout the city.

Thinking about betraying Freeport and heading over to Qeynos? This is one of the methods that you would use to gain access to the city. This is also your more adventurous and thus more dangerous route throughout the city. Similar to the mariner's bells, The Down Below connects not only all the villages of Qeynos, but all the areas within the city proper as well. Three main sections of the Down Below are outlined below. Each section is relatively safe in itself; however, if you need to travel directly to another section without using the city streets above, you'll want to take extreme caution when traveling through the connecting catacombs.

Qeynos Adventure Yards

There are two adventure yards to which you can travel using the mariner's bells. These are the Caves and Oakmyst Forest. The Peat Bog and the Forest Ruins are two adventure yards accessible through the city villages. Vermin's Snye is an extension of the Down Below, also accessible through the Peat Bog.

The Caves is a dark and rather dreary place to be in. It is excellent for a place to fight in a dungeon-type atmosphere. You'll find spiders, bats, and various gnolls who live in the connecting caves.

Oakmyst Forest is the most beautiful adventure yard you'll visit. Accessible through Castleview Hamlet and Graystone Yard villages and by the mariner's bells, Oakmyst Forest has numerous creatures including bears, deer, beetles, and the more exotic forms such as sprites and mystail yearlings. One of the unique features of Oakmyst Forest compared to the majority of other adventure yards is that it is filled with numerous resources for all of your crafting needs.

The Peat Bog is a barren wasteland with several interesting creatures to fight. You'll find bats, rats, slugs, more rats, toads, and yes… more rats. What is interesting about the Peat Bog is its accessibility to the other areas. You can access the Peat Bog through Vermin's Snye, Starcrest Commune, or Nettleville Hovel. Pockets of crafting resources are also available here.

The Forest Ruins is an interesting area in that it contains a wide variety of creatures as well as level ranges. In the beginning you'll find a nice pond with turtles and badgers to fight. Further in are the ruins themselves, home to a wide variety of elementals. The ruins are a perfect spot for teams of adventurers, as many of the monsters are setup specifically as group encounters.

Vermin's Snye is a more dangerous section of the Qeynos Catacombs. Be extra cautious when entering Vermin's Snye because the monsters are significantly higher level here. You'll find scorpions, rats, and various skeletons that roam the catacombs. When you're ready to move beyond the Down Below, Vermin's Snye will be an excellent choice for adventure.


Last Updated: 10/22/2004

EQ1, EQ2, WoW, VG, EVE, WH, Aion, Rift, AA, BDO !? NO !!, awaiting EQ Next...still, Bless, Revelation, again RL or ?
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