PS2: my Everquest Online Adventures

How I got the game.
I received a 7-day free trial of Everquest Online Adventures in the mail on Tuesday as a member of the Playstation Underground.

What is the Playstation Underground?
You're an Underground member if you registered your console with Sony using the PSU card they shipped with it.

The Disc
Anyway, the disc says Demo Disc on it, and comes with a seven-day code you type in during the registration process. Just like the full retail game, which is really cheap these days, it consumes 3000kb on a memory card for patches -- which appear to be quite extensive given announcements of new features like Fishing and a new Skill System of some kind coming this summer.

I'm pretty sure that once the seven days are up, I'll be able to log into their server and give them credit card information directly and continue playing without having to buy the retail game.

A Great Idea
I've complained in the past that the least effective way to get casual or casual-to-hardcore gamers hooked on a subscription-based game is to charge them for the disc it comes on, even if the first month of play is free.

Sony must have seen this effect first-hand. EQOA is now really cheap or free with the Network Adaptor, or is otherwise quite inexpensive. Someone in the Marketing department apparently got a clue and decided "Hey! We have all of these people in this Underground database who not only own a PS2, but by filling out the card and returning it showed they're really interested in gaming. Why don't we send them a free trial disc and let them get hooked on the game without them spending a penny on the disc itself?"

I can't say what the long-term interest in this game is for me, but for the short term, I'm hooked. I'm hooked for a couple of reasons, which I'll go into below.

Logging in
Logging in isn't all that difficult, even if I was stunned to find my second account name choice of Devilzad was already taken. I used my blue memory card for the eqoa data, and for that reason had to re-enter in my Network Adaptor settings.

Accounts, servers, and characters
Your account name is to the entire EQOA network. Account-related activites include inputting code keys from monthly subscription cards you can buy in stores (so you can pay cash to your local retailer instead of using a credit card on EQOA) and adding or modifying credit card information in your account.

Once you log into your account, your console retrieves a list of servers. These servers are separate copies of the same game world -- at least I think they're all alike. I was urged by the game to choose Proudpine Outpost. I later found out that was a brand new server.

Once you log into the server, you are shown your list of available character slots. If I'm not mistaken, there are ten of them. That's per server. You can create a new character or play an existing one.

Visuals and sound could be better
The game itself looks primitive. The graphics are clearly sub-par for a PS2 title, with blocky environments built with boxy polygons.

Sound is quite poor, with no background music. The sounds of combat are simple to say the least, creatures don't seem to sound different from each other while fighting, and spell visual effects are mediocre.

Stability
I played Ultima Online during the beta and for a month after release, abandoning it only after the unstable servers threatened to make me explode in frustration. EQOA hasn't crashed once in the maybe 4 to 5 hours I've played it over the past couple of days, and I've seen no players complaining in the communcation system about crashes. I haven't seen lag-warping of other avatars, and I might see the slightest lag when initiating a conversation with an NPC merchant, but nothing that ever made me wonder "Did I push the button hard enough or is it lagging?" EQOA seems rock-solid stable.

Quests are the major way to advance
Quests get you XP, and killing monsters gets you XP. Quests often involve killing certain monsters, so they're not all that far apart.

After choosing your race and class, you are offered quests by your guild masters. These quests ease you into the game. They go from the simplest first quest -- "go buy a robe from so-and-so, he's at the end of the hall facing me" -- to more involved quests -- "I will make you a staff stronger than your training staff, but you must bring me leather, a pole, and prove you deserve it with the horn of a rhinobeetle outside the city".

You're free to do whatever you like during a quest, and you can even erase the quest from your quest book (viewable at any time) to reset it and try again, in case you forgot the information the quest giver told you but didn't show up in the quest book.

A tough quest - the banded poisonous kingsnake
The most recent quest I completed involved slaying one of a group of rather poisonous snakes out on the savannah, outside the city, and the guild master who gave me the quest warned me to seek help from others. I managed to stumble onto three other Enchanters also needing the poison sac "drop" from that snake to complete the quest -- quest givers will require something you loot from the creature to prove you or your group slew it.

A word about Groups
You can join or leave any group, and invite someone to join your group. You can only invite those you have targeted, and there are level restrictions. The lowest and highest members of the group must be within I believe 5 levels of each other. Oh, and you can only be a member of one group.

If you are in a group, each member of the group earns more XP for a kill made by the group than they would alone. Of course, you do have the political issue of deciding who gets the dropped spoils, but that's normally not a problem.

I'd be surprised if there wasn't a distance limit on XP, e.g. you have to be close to a combatant to get some XP from the fight, or you have to do at least a little damage to get XP, but I haven't seen how that works yet.

Back to the snakes
So CrimsonMage (who is incidentally dresed in blue) is the de facto leader of the group, but I knew where the snakes were while he didn't. I had seen them out in the wilderness near a certain rock formation and kept my distance from them in the past. Why did I keep my distance? Because the targeting system gave me a hint it would kill me easily.

Targeting
It's easy to target any person or creature external to your group, like a monster or a merchant, using the R1 button, and clicking L1 targets you, your pet, or someone in your group, while triangle un-sets the target. The target gets a circle placed on them, a kind of rune-speckled ring, of a certain color. That color tells you how strong that creature is relative to you, basically telling you whether you should attack that creature or not. The colors are explained well here.

The color changes as you level up. Once I hit level 4 or 5, for example, the spider hatchlings, rats, and other lowest-end creatures turned green and stopped giving me XP. They still drop body parts you can sell to vendors, but as you level up this means you have to travel farther from town to get the cyan and touger targets.

The banded kingsnake
Our band of four Enchanters felt confident that the four of us could nail a kingsnake at a time, while one of the members felt that we'd be able to make such short work of them to get the poison sacs we needed that we'd be out there killing Kingsnakes for XP with abandon in no time.

That member was most decidedly wrong. I even warned them that the poison from the snakes is lethal -- it doesn't just sap you down to 1 hit point and leave you alone like in other games, it dissolves your internal organs and kills you. A prior attempt with another player left him holding the poison sac triumphantly as I weakly congratulated him, then collapsed dead on the savannah from the poisonous bites I'd received.

I ended up dying twice from poison and surviving a third attack after running all the way back out to the snakes. The whole ordeal took a little while, with I believe 3 of the 4 of us dying at least once from poison. It felt great to get the poison sac for the quest, even if I had to type "And now, my friends, my poisoned body must bid you good day..." before expiring yet again.

Death and garnishing of wages
Death is handled rather nicely in EQOA. When you die, you incur an XP debt. Your items and corpse all teleport back to the spot your spirit was bound -- in your guild house where you start, for example, but you can rebind in any city/town.

After you incur the debt, every time you get XP, the game message that tells you what you earned tells you how much of that went to your debt, and what is left of that debt. A percentage of what you earn goes to the debt, not all of it. This means that even if you're a really unwise player and get yourself killed over and over again, your advancement will never be zero. It will be significantly slowed, but it will not be zero.

Push the bar, get the pellet
Even if you are working off a debt the pellet is still given to you, in other words, and that keeps you from getting discouraged. Careful choice of targets will get you back in the black in no time.

It has something for most MMOG player types
I recall reading about the different kinds of MMOG gamers out there. These included power gamers who are in it for leveling up as high as they can, explorers who want to see new sights in the game world, and socializers who go there to hang with their friends and chat. Some folks, obviously, mix these goals. EQOA has something for all of these folks.

Power gamers are right at home here. With I think 50 levels to attain, and quests available from almost every NPC you can talk to once you reach the minimum level, there's lots to do, even if it becomes repetitive whack-the-monster-and-bring-me-its-pelt questing. Repetition is one complaint I've heard from Salesmunn so far.

Explorers have lots of creatures and real estate to see.

Socializers have many tools at their disposal. You can "tell" to any character on the server, an instant-messaging-style communication system. You can send "mail" to any character on the server, and you can set your messaging mode so anything you type will be sent to your whole Group, Shouted, or just spoken locally to nearby players.

Why I'm hooked
So far so good. I'm hooked for a couple of reasons, ok more than a couple of reasons, as I hinted at above.

First is that even if I get in over my head, I don't really lose. I lose some future experience, which I can earn back by carefully working off the debt on monsters that aren't obscenely hard while I learn more, but I can do it.

Second is that Salesmunn is off in another town on the same server, far, far away, and that gives the game a sense of purpose and size that I haven't had in other online games before. One of my goals is to meet up with him and go monster slaying with him. The challenge of getting together towards that goal is not even a part of the game itself, its something we created just by starting in different character classes.

Third is that the game is just easy to play. The controls are easy, fighting is easy (but tactically challenging for a spellcaster like the character I'm playing) getting and forgetting quests is easy, moving around using the controller is easy, communicating with a keyboard is easy, choosing Abilities (a.k.a. spells) to cast are easy, and commerce is easy.

With luck Salesmunn and I will be able to bridge the gap between the cities separating his player (Reeno in Highpass) and mine (Infinitus in Highbourne) without getting killed so we can adventure together before the week-long trial is up.

Of course there is one possible stumbling block: if neither of us can cross the given distance safely and enter the other's city without the guards striking us down. Faction information will play a role in that.

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the end

On September 1st I cancelled my EQOA account. The game had lost its appeal, and the promised "summer" update of auctions hadn't happened. Without a powerful group of friends to group with online, the game wasn't pretty or exciting enough to keep playing in the level 20's area.

I have since found a new online game to play, but one that I won't be subscribing to for a little while.

PS2: my Everquest Online Adventures

Tonight, Notuhtooma will be delving into the deepest, smelliest, gnoll slobbered, nooks and crannies of Everquest Online Adventures. All who would like to travel alongside should feel free to contact him. Estimated login time will be around 7-8pm until exhaustion.

PS2: my Everquest Online Adventures

I'm going to try and venture out towards Freeport this evening to check it out. I've never been there, so why not.

I might just lvl to 17 and then start my armor quest.

part of an update

This Game Updates announcement on the official message board talks about the orc invasions.

ORCS ARE ATTACKING FREEPORT!!!

I logged in a few moments ago and there was a message in the "View Message" option that stated Orcs had invaded Freeport! I guess they just tossed some Orcs there to make things interesting.

That's a pretty interesting way to spice things up!

Shambling

Highbourne
Infinitus spent some time doing a couple of Highbourne quests yesterday now that he seems to have exhausted all of the level 17 armor quests he can do.

Doom to come
The first was pretty easy, and involved visiting most of the Senators in the city. A trip to a temple by the docks clued me in to the coming apocalypse that I've read about elsewhere. At some point Highbourne will be destroyed by some ocean monster that wants a magic pearl back.

Shambling Abhorrent
The second quest was trickier. I was to run north from Qeynos to just north of Wyndhaven to kill three Shambling Abhorrents -- zombies that hang out near the ocean which have pages of a book the researchers in Highbourne want back. Each shambling abhorrent has a special location, and they each have a specific page.

I was lucky enough to find a lv25 dark elf enchanter near there who helped me slay one of them, but it took a while to find the next one south of a camp in Whale Hill (W). The enchanter had to leave before I found the second one, and since they're red-level to Infinitus, I'll need lots of help taking him on.

Previews
It's always good to adventure with higher level characters in your same class because you get previews of certain spells. One of them is Calming Visage. This basically lets you walk right past monsters without being attacked, and keeps you from being attacked while you hit them. This proved invaluable, letting her Clay Golem and my Shalee's Animation attack a tough foe while both she and I attacked with high-damage spells. These spells normally would attract the ire of the foe, but with CV in effect they don't even blink.

The downside to Calming Visage is that I can't have Chaotic Flux cast on my weapon at the same time. This means my staff just chips away at them bit by bit. My spells have become my primary way of doing damage anyway.

PS2: my Everquest Online Adventures

I ventured through it and was almost positive it wasn't that tomb. I'll need a crew to get through there anyway, I might as well try.

I've read little snippets of a "Hagley Keep" or "Hagley Tomb" on sites here and there. They separate it from the Rat Tomb. They mention skeletons on the outside of the entrance. Hm.

You sure?

You're sure it's not the rat tomb? It's the only tomb I know of in Hagley.

I wrote back to you in-game that the Rat Tomb is on the eastern edge of Hagley. Infinitus was just there the other day. There are spiders in that tomb as well, along with at least one skeletal guardian a couple of levels down. I didn't go down farther -- it could go much deeper.

PS2: my Everquest Online Adventures

Notuhtooma, 1/3 of the way to lvl 17, ended up in Queynos where he was given a new Quest by his guildmaster. Unfortunately, this quest is NOT on any quest list that I've found online.

Brother Pendle in Hagley told me to head to Hagley Tomb and recover remains of Devon...I think that was his name. I can't seem to find this tomb. It isn't the rat tomb. Hagley Tomb. Never heard of it before.

Needless to say, I wandered around for the hours last night and accomplished nothing. I hate those days.

Alesop's Wall

Ruins of Alesop
Infinitus hadn't yet tackled the lv17 armor quest in his home town, so over the weekend he chatted up the right person and was told to go and slay a renegade woman and her Dark Elf lover in Alesop's Wall.

The zone was two zones east of Highbourne, and after a false start getting smacked down by a couple monsters on the way, I made it over there.

Wall? What wall?
For a zone named after a wall, I didn't see any wall. I ran from South to North, then went East. I moved back down South, then traveled to the West end of the zone. Sure enough, the last place I looked, on the West side, held the blackened ruins of Alesop's Wall.

I found the necromancer and his enslaved girl on the north end of the wall, slew them -- being lv20 is very helpful on these quests -- then took the item back to Highbourne. Once there I had to pay some money to another person in town to cleanse the royal ring. Once the ring was back to the quest giver, the usual activity ensured -- find so-and-so for your reward. This wasn't difficult -- he was in the next building -- and he gave me a shiny new Pendant Of Brilliance.

It's a pity that pendants and earrings don't appear on the character model.

Halas
The next quest I can have Infinitus do is from Halas. I haven't been able to find the creature I must slay or the NPC to talk to just yet. The creature is said to be near the Aviak Village, but as he is a werewolf I'm not sure I'll be able to find him during the daylight hours.

PS2: my Everquest Online Adventures

Notuhtooma hit lvl 16 yesterday. Ended up back at Queynos Prison which is great for XP but still very dangerous if we bite off more than we can chew.

XP spot

From Surefall Glade, head South/Southeast past a marsh to a Troll Village. The trolls there won't speak to you, but are evil. You can walk right up to them and they won't attack.

The key here is to have you and your teammates split up around the village, killing troll after troll. This way, your gaining 9000 XP each time. Plus, expect $3000 in loot each time you fill your inventory.

There is BETTER XP on a mountain right next door to the Village. Skeletons and Undead Rats live on there. Notuhtooma has a very powerful Ward Death ability that normally does 150 damage per shot. That's very useful on them.

The only drawback is the visibility on the mountain. It's hard to see while your climbing that mountain and you could easily walk into a pile of monsters. Aside of that, it's a great spot. I raised 2 levels in one session fighting there.

Twenty

We can probably group up now pretty safely. All you need to do is reach level 17 and we can go together to do all the crazy quests I've done already.

Keeper Asimoz, I presume
Keeper Asimoz has sent Infinitus on a few quests from Highbourne worth some serious XP. It let him hit level 20, which opened up a new charm spell as well as a direct damage spell with quite a wallop that attracts lots of attention from the monster -- away from my pet, unfortunately.

To balance this out, one spell earned him Alarming Visage. If he casts it on someone, that person's weapon gets an auto-taunt ability. This is useful for tanks.

Too sexy
Infinitus is now too sexy for his robes. He's got a smashing golden robe design won from the Moradhim lv17 armor quest to match his helm, boots, bracers, and ring of brilliance. He got the bracers last night as well, taking out that renegade elf necromancer in the midst of the Sslyvathis desert. He also got the erolissian viper venom sac outside the giant orc stronghold, and finally managed to find the right dwarf in Moradhim to talk to.

War and Lace
He ended the night taking a warrior named Warlace on a wild goose chase around massive mountain ranges before relenting and going all the way south from Moradhim, over east, then north up to Rivervale. He wanted to go to Fayspire, but I'm pretty sure you can't get there from the south due to the mountains. You have to go all the way east, then north and then west from Klik'Anon.

At any rate I'm sure I'll be online tonight. You must clue me in on a good xp spot.

PS2: my Everquest Online Adventures

XP'd all the way up to lvl 15 1/2 today with Notuhtooma. Found a great XP point and grouped up for hours with a great bunch of guys.

"Roll this."

I know what you mean by people asking to roll for items. They don't complain about "loot" until they see an attractive item.

We were adventuring the other day and I picked up an Ivory Great Axe of Awesomeness and one of our teammates blurted,

"Ivory Great Axe of Awesomeness?" Which he had done with numerous other items. I had appeased him before but now I just replied,

"Yep." that was a very nice $800 item to sell

I hate those whiney punks. After a certain point, I never give in to anyone. If someone pisses you off, make it known in whatever way you can. Hell, we pay to play, no one is ruining my experience without feeling my wrath. Notuhtooma's a Cleric, mess with me and suffer the consequences when your life force gets low.

Sslathis

Desert journeys
Infinitus traveled by coach all the way south to Hazniak and then ran south and west to Sslathis. There is a person named Tessarin (sp?) Moonstrider atop a pyramid in the Central part of that zone who must be slain to complete the Fayspire armor quest.

On the way there a very helpful level 39 barbarian let me know I was close, and that she was atop that pyramid with her pet.

Pretty pyramid
Nearly every creature around it was red-level to Infinitus, so it took some sneaking around invisibly to get to it. Once there, I was impressed with the layout and attention to detail.

The pyramid's design is simple. It is in a sort of oasis, surrounded by trees and alligator-like creatures, and thankfully Moonstrider was dark blue level to Infinitus.

He shed his invisibility, summoned his Animation pet, and attacked the green-level pet first.

Almost
Attacking the pet was a bad idea. It let Moonstrider make a big dent in my Animation before I could turn my attention to her, and the recast time for a new Animation was quite long. Add a damage over time spell, and just as the mage was about to be slain, Infinitus was killed and sent back to Qeynos.

I vowed to return another day, preferably with help.

Qeynos Prison, again
I tried to get someone to come with me down that way, but it's exceedingly rare to find someone who has coached down to the Oasis and Hazniak. It's very tough territory for non-casters to cross without Invisibility.

One Paladin I grouped with named Brians refused to go and instead curtly demanded I take him to the Prison.

We went there, and after a couple of fights outside the prison, we fought a tarantula that managed to sting Infinitus and poison him. As my health was ticking down to dangerously low levels after the monster was slain, the Paladin turned and said "Bye bye Infinitus".

How rude!
That is probably the most rude thing I've ever had a group member say. I managed to consume a couple of fish and some cheese at the very end of the poison's lifespan and stave off death. "Well well lucky me." I said, and booted him out so he could go be a jerk with someone else's group.

Quicksilver lining?
I quickly found another group who agreed to attacking the rich field of targets just south of the prison instead of jockeying for position in the crowded and claustrophobic innards of the prison.

We earned lots of XP along the way, and I completely ignored treasures and loot dropped by the creatures almost the whole time. Every 10th creature or so I would try to see what was there, but almost never was able to. I wasn't paying attention to who picked up what -- I was in it for the XP for the most part. Fighting others for rares is tricky business, and there's always a whiner in the bunch, as Salesmunn can attest.

So after lots of XPing it was time for me to pack it in. The last kill we made gave me a Quicksilver necklace, level 16. I was excited, and immediately the guy named Clownbutz demanded a die roll for it.

I was very irritated. Nobody ever demanded a roll for anything before. I don't know if there were no rares before or not, but nobody complained, and now this guy says "Roll" without asking, without saying "In the future, we should roll." Not only that, but he had been one of the last to join the group.

I complain, but aquiesce, like an idiot, and end up losing the item to him. "I win" he says, like I can't read the screen, as if I'm going to cheat him out of the item.

I gave him the necklace and then left. Ungrateful jerk.

Can't Break The Stick!
One high point of the group was adding a member named Stick. His custom taunts were very nice. One example? "Hey Tarantula! Can't break The Stick!" It almost seemed like his avatar name was a superhero's name.

Stick and I led the group for just about the whole time, calling out targets together as best we could, and deferring to the other when we'd both call out a target.

PS2: my Everquest Online Adventures

Notuhtooma reached lvl 14 yesterday, after completing his quest in Surefall Glade. Met up with a lvl 13 Bard and assisted him with completing his quest before signing off.

PS2: my Everquest Online Adventures

I've got a 110 Wisdom and a 90+ Charisma for Notuhtooma right now. Not counting any +'s from items I'm wearing.

I hope those lvl 16 earrings I gave you are of some use to you.

points

Clerical Allocation
Allocating points outside your highlighted stats can be risky. I know that Clerics highlight at least Charisma as a primary stat, and I think Wisdom might be the other one.

Word to the Wise
According to www.Allakhazam.com every six points of Wisdom increases all resistances by 1, and points spent on Charisma increase the number of points you will heal when casting healing spells as a Cleric. The resistances let you live longer in a group setting, and the healing spells help make you valuable for your primary purpose as a Cleric -- to heal.

Enchanters' Intelligence and Charisma
Intelligence basically only boosts your Power maximum overall. With Enchanters, Charisma affects how long you can charm a given monster before it turns on you. I've had Infinitus the Enchanter ignore Charisma in favor of intelligence, but given the Power regeneration spell I've gained recently, I rarely find myself drifting below half power in most fights -- others have to heal or recharge before I do, and I take advantage of the downtime to recharge as well.

Going to pump ... you up!
That said, I've read about various folks funneling points into combat-oriented stats to make themselves more competitive when going solo, even if they're caster classes.

Chaotic Flux
I rely on a Chaotic Flux spell cast on myself, which gives the recipient a chance to do elemental damage in addition to physical damage when landing a blow. It doesn't happen every time, but it does happen often enough to do a total of about three to five times the damage I would normally do. When my staff does 11 to 30 pts on a creature, seeing the extra pop-up and graphical flare of elemental damage do 60 or so points on the spot helps. That and a 30+ points every few seconds due to the Choke damage-over-time spell helps, mixed in with a 90-something-point Chaotic Shock direct damage spell and my pet's attacks.

Unfortunately pet damage amounts don't show up. I wish they did, so I could tell what the effect of different buffs were on my pet.

PS2: my Everquest Online Adventures

For my lvl 13 Cleric quest, Notuhtooma traveled North to Wyndhaven then East to Surefall Glade. I read that I should collect a Giant Beetle eye and 2 Black Widow webs on the way to save time.

In Wyndhaven I met up with a lvl 11 Wizard who seemed a bit out of place. No one was talking to him and he was kind of wandering around. I sent him the group invite, he joined and quickly proved to be invaluable. His invisibility allowed us to sneak through the extremely dangerous Jethro's Cast....or whatever....and also allowed me to sneak up to the Black Widows and pull them to safer ground.

I've found my Cleric has become quite strong with lvl 13. I've been throwing all of my status points at Strength and Dexterity lately and it's paid off. The lvl 11 Wizard and my lvl 13 Cleric handled a YELLOW Black Widow and Giant Beetle at the same time once. Not too shabby.

So I collected the items that were needed and unfortunately had to sign off for the evening. When I sign back on I'll need to find the "Old Lady in the Forest" to give her those items. Then it's back to Queynos by Coachman.

Surefall Glade

Surefall
Surefall Glade is the home city of the human rangers class.

It's difficult to enter not because of monsters, but because of its location. It's really a massive, hollowed-out mountain. You will find yourself circling it until you see the sentry tower outside the main entrance, and to enter it you'll travel through a rock tunnel into the town proper.

Oasis
Infinitus learned that the Nasehir folks just south of Freeport, which were all pretty easy kills, raised faction with the Gypsies of Tunaria. The Gypsies live in the Oasis.

By killing enough of them to raise faction from -90 to +105 or so, I was able to earn their trust. I ran south from Muniel's Tea Garden through very hostile territory to the Oasis. Invisibility is my friend, but still there were some very rough spots. Nothing nearly as rough as the monster-packed Kerplunk Outpost, to be sure, but that's Kizul's story.

Coaching at the Oasis was a triumph. Not only was it something I'd wanted to do for some time with Kizul, then Infinitus, it granted a link to the archaelogical dig at Neriak I'd coached at even farther south some time ago.

This opens up the ability to get close to Sslathis to slay a renegade Elf, one of the level 17 armor quests Infinitus currently has.

As of last night, Infinitus could travel to every Good and Neutral city with a coach in the game. I doubt he'll be able to reach the Evil cities given his race. I don't believe raising faction by killing enemies of those cities will work at all. However, being an Enchanter grants Infinitus some Illusion spells. At higher levels, he gains the ability to become evil races, if I'm not mistaken.

Highbourne
I got to spend some time with Notuhtooma around Highbourne, watching over him as he leveled up. I struck creatures with a spell or two to weaken them to make leveling go faster for him, but stayed out of his group so he could earn XP.

Prison
Later we adventured around the Qeynos prison, attacking some tough monsters together and earning XP. That would eventually be our undoing -- the last fight we had with a player named Legionnaire involved us being chewed up by a tarantula, bear, and I think a wolf. Fighting on a mountainside is tough -- visibility is poor -- so I led the team to their doom.

We did get lots of XP along the way, and Infinitus is about 2.2 yellow bars away from reaching level 20. Hopefully more spells are in store for him at that level.

Pretty pictures
I'm enjoying playing online with our new TV. The colors are crisp via the official Sony SVideo adapter for the PS2, with the added feature of night in the game being truly dark. It's also difficult to see during dusk and just before dawn, which is probably pretty realistic.

PS2: my Everquest Online Adventures

Finally met up with Infinitus yesterday and had a very successful evening of adventuring. Actually leveled up almost 2 levels.

Received a quest to Surefall Glade last night. I plan on heading there tonight. Although I won't have much time to play.

armor quests

Level 19
Infinitus has reached level 19, and completed three armor quests: Qeynos, Freeport, and Klik'Anon.

I want my mummy.
Most of the lvl 17 armor quests involve two major quests. One is typically a fetch quest, while the other is typically a monster slaying quest.

Freeport's armor quest required a trip to Highpass to get some Cured Drake's Blood from a certain vendor. I had Infinitus do that already at least a couple of weeks ago since it was easiest -- he'd already found his way to Highpass so he could get there quickly via coach. He was, however, hung up on slaying a mummy near Freeport to get its enbalming fluid. No matter when I would go out I wouldn't be able to find a mummy, and often the group I was with would get bored, or someone would drag in three nasty monsters at once and kill us all.

Last night Infinitus grouped with a few people who wanted to XP but grudgingly agreed to hunt for a mummy. The troll shaman left the group almost right away, leaving me with a shadowknight and magician to help out. They were more patient, following my lead and correcting me on where to find mummies. Northern Ro, said Cats the magician, in the SW part of the zone.

I did find a mummy in the midst of a bevy of powerful Nasehir enemies. I took the risk of running in to draw it out, but as I did so my comrades were slain as they strayed off in nearby areas by themselves. I managed to take out the mummy, get the fluid, and then when I triggered the 30-second cast time for my Return Home spell a Nasehir from the nearby tower ran up and smacked me down in three shots.

I did get home faster that way, sure, but with an XP debt. I didn't much care. I had all my belongings, and the items I needed to finish the quest. I visited Cathassa the Scribe, and then the guy she told me to go to to get my reward. It was a nice, gold-colored Helm of Brilliance.

Matching set
The Helm matches the Boots he got elsewhere -- from Qeynos if I'm not mistaken, and the ring he got from Klik'Anon.

Meanwhile...
But once I did get back to Freeport after dying, my group had left me completely, apparently frustrated with dying in the desert. I don't blame them. It was a total fluke that I'd managed to get the mummy before being taken out by the red-level Nasehir tribesmen.

armor quests

Level 18
Infinitus is now at level 18, and has started on a few of the level 17 "armor quests". These quests each grant him a specific protective item. So far he completed the Klik'Anon and Qeynos quests. I'd completed the Klik quest with Kizul, so I knew where to go and what to do, and I had help while traveling around Klik.

Fayspire is the city of elves, and their quest requires me to travel far, far south to Sslathis to slay someone who is, if I recall correctly, a renegade cleric.

Oasis
Many weeks ago I traveled down that way with Kizul to try and coach at the Oasis, but the Oasis was hostile to him. Imagine my indignation when they were similarly rude to Infinitus, the Erudite Enchanter. Cast out into the desert by their cold shoulders, he trekked onwards to die rather swiftly when his Invisibility spell faltered.

A quick run back from Muniel's Tea Garden -- I misspelled it earlier, it's Muniel and not Muriel -- and I reached the good-alignment city in Hazniak. Unfortunately there is no boat link to Freeport from there -- only the dark elves and similar evil race can get back that way.

It didn't matter in the end, because I died when fighting some dark blue-level monsters near Hazniak, immediately jumping back to the Tea Garden. I jumped back to Freeport from there and later went back to Bobble By Water to hunt until the XP debt was paid off.

Notuhtooma
Sales' character has reached level 10, and he's having difficulty completing a quest that isn't well documented online. I predict I'll be working at the armor quests for some time, but don't know how soon I'll be leveling up.

My online documentation seems to indicate that the armor quests don't expire until level 50, so I could technically keep leveling up, but I do know a full group with a good tank character can slay just about anything in these quests.

Fay of the Orcs

Reunited
Infinitus was lucky enough to come across a gnome friend and cleric who was on a mission to attack some orcs in Fayspire, a quick coach jump from Klik'Anon. He joined up and made his way down into the orc castle.

Together the group of four led by a lvl 20 paladin by the name of Jaegermeister -- which probably isn't spelled the way I remember it -- managed to take out several yellow-level and red-level orcs, culminating at a long stay in the deepest room taking out orcs, and their leader, over and over.

The Armor Quests
It got Infinitus halfway to lvl 17, which is an important level. At lvl 16 he has his new Animation to fight for him, a new DOT (damage over time) spell, an enchanting spell which gives a weapon a chance at inflicting elemental damage, and a new Illusion. But level 17 is when what are known as the "armor quests" are offered.

Each major city has an armor quest associated with it. You find the NPC giving it out, ask them what they need, go kill the monster to get it, bring it back, spend a little cash on additional stuff for them, and they hand over a magical item which is specific to your class and is often very useful.

These quests are quite difficult, requiring teamwork. This makes them slow going if everyone's not on the same page and if some folks aren't too good at playing their class.

Kizul
Kizul is currently in stasis, and he's at level 17. He has completed a couple of the armor quests, but has more to do.

Infinitus makes baby steps.

Baby Steps
Infinitus didn't manage to level up over the past couple of days, but he did spend a little time fishing.

Fishing
The fish act like food in the game, healing the player a certain number of points for a certain number of intervals.

The fish have levels just like the food does. You cannot use a type of food that is above your level, but you can use a type of fish that is one level above yours. Higher level fish is caught with a higher level pole and bait, but you can use lower-level bait to catch lower level fish if you so desire. Higher levels of healing foods and fish heal more than lower level foods.

The act of fishing is very primitive. It basically uses a swinging animation and a simple splash graphic to show it in the game, and the cast is judged to be good or perfect based on how you time pushing X during a downswing-upswing indicator on the screen. This looks a lot like some sports games do it. I remember bowling and golf games having this sort of thing, where you watch the line go down to judge the speed of it, then push the button on its upswing to hit a preset mark on the line.

I suppose the fish are cheaper on average than food is, but I haven't done the math. It wouldn't surprise me if the number of situations where you don't catch anything drag the average price of a fish up over food.

Infinitus spent time fishing on the docks at Qeynos. Nobody else was there either time. People must find the vendors to be sufficient food sources.

Perhaps if later in the game you can create bait from creature parts fishing will be more valuable in the field, but for now it's a diversion.

MUD history -- player types
I came across an interesting paper published on the web by some researchers talking about the different kind of MUD players in the world.

MUDs are text-only online games that existed years before even Ultima Online, going back into the early 1980's if I'm not mistaken. They tended to be fantasy hack-and-slash affairs, thematically similar to the current online games.

The paper is very educational and is something I'd been seeking for some time. Once I saw a mention to it I immediately started reading it, but haven't done so yet.

It includes an analysis of player types, what those types tend to do, how to attract more of the given type to the world, and what the effects of a glut of one type or another will do to a game. The author talks about MUDs, but it's easy to see that most MMOGs are just glorified MUDs.

http://www.mud.co.uk/richard/hcds.htm

It seems to me that EQOA is geared towards Achievers, is very friendly to Socializers, and gives some eye candy for Explorers, but is limited in depth, while cutting out Killers almost entirely (except for training, see above).

It's not a tumor.

Notuhtoomah
I've probably misspelled his character name every other time I try to send a message to him, but Salesmunn has rejoined the game on the Proudpine server as a Cleric. He's at level 9 now.

Level 14
Infinitus the Erudite Enchanter has reached level 14. He has two levels to go to reach up to his next major level of 16, but the going is slow at higher levels.

Exploration
I've rather enjoyed sending Infinitus across the expanses of Tunaria. He's coached at every available spot in the northern part of the continent and has started entering the southern regions when he's on his own. It's nice to see the terrain, however bland the textures may be, and the really wild names and shapes of creatures roaming it.

Of course he is invisible while traveling to avoid being struck down, but the traveling isn't so bad.

Ride the train
I joined a group last night near Qeynos which was headed for the prison. Normally this is a great idea for avatars around my level. The prison is full of human-shaped monsters with the names of convict, felon, even spellcasters like blasphemers.

Why they just don't run away from the prison out the open gates and terrorize the countryside is beyond me.

Anyhow, the prison was crowded with avatars hoping to make their killings. Our group of four -- the most any group can have by the way -- made its way inside and attacked a convict.

I noticed a large, barbarian warrior running around the compound in circles, doing loops, apparently luring monsters away to attack, or maybe to his friends. Were those his friends?

This same warrior ran up, snagged one or two convicts, and ran right by us as we were just ekeing out a victory against a tough creature. Both convicts latched onto us and we were torn apart.

This, my friends, is training. The act of leading aggressive creatures to an innocent party. For shits and giggles. This is the worst a player can do in this game, and it annoyed the crap out of me -- so much so that I quit the group in frustration after respawning.

The Lesson
Avoid crowded areas, or someone will slam a train of monsters into you just for fun or to drive you away. It truly hits your group with the force of a freight train.

Infinitus rises again

Infinitus rejoined
I've picked up the Enchanter class character I started long ago named Infinitus. I'm holding to one guide's advice to spend his advancement points on Intelligence over all other traits.

My power grows!
The June 18th update boosted casters in general, and Enchanters specifically. They've been a weak class historically, and their pets -- suits of animated armor -- were not very useful in combat because they could not be commanded to attack.

The new update broke all those rules, letting enchanters command pets fully, and giving the pets new powers. It will heal itself during and after combat, it will attack if commanded, and it automatically taunts. This basically lets me the enchanter throw whatever I want at a given enemy, even direct spells like Heavy Arms to weaken it or Chaotic Shock to do direct damage and the enemy will not break off from the Animation.

This has effectively turned the Animation into a super-tank in most circumstances.

Ruins, Robes, and Necromancers oh my!
The level 10 quest for Highbourne enchanters involved looking after a lost Asaja at some ruins not far from the eastern exit of the city. I did this, and with some help slayed some Skeletal Dogs. These dogs were carrying various robes. Once I had three robes of different kinds -- I believe of three different casting classes, I had to take them back to my guild master.

Once he had the robes, which I have to say were very hard to get with the dogs being as strong as they are, he sent me out to investigate rumors of necromancy by someone hiding in the Stoneclaw ravines. The skeletal dogs might be his for all I know. I was warned to watch out for Sun Hounds and Shadow Panthers along the way. I'm not sure if this is the point at which I was told to kill Ganron, but that was my quest by the end of this ordeal -- go to him, find him, kill him, and bring back his ring.

I used an online quest guide to find the cave's location after spending about an hour wandering the ravines safely invisible. Sun Hounds were indeed there, and they were pretty fierce.

Once I found Ganron's cave, I made a mental note of how to reach it and went back to Highbourne. I would need help attacking him and preferably lots of it.

Casting troops
Last night I was lucky enough to stumble onto a group of four casters seeking to destroy Ganron as well. I had had no luck until then -- people just weren't interested. The four of us traveled there, where a fifth person was waiting patiently, and I learned from them that their different classes needed a different item from Ganron. This would work out great.

We quickly eliminated Ganron, but someone took the ring I needed by mistake. Astonishingly enough, less than two minutes later Ganron reappeared! Talk about a fast respawn. We ended up slaying 2 or 3 more Ganrons when the leading caster got killed and had to run back to get the earring he needed.

Another enchanter came by, and we let him loot one of Ganron's bodies -- only one appears at a time -- for the ring he needed. He thanked us profusely for helping him.

It was already 12:30 and I didn't have the time to keep playing alongside them, so I returned to Highbourne. The guild master took the ring, and gave me a letter to take to someone at Qeynos. Luckily I had coached there some time ago.

Qeynos warned
I ran through Qeynos going from building to building, and found the person I needed near the enchanters area there. He told me to return to my master after saying he would be investigating things as well. They really don't like those necromancers do they.

A brand new staff
Master Delan gave me a very snazzy new staff that has almost triple the damage dealing power and good ability boosts. He told me to explore Tunaria and keep tabs on the investigation with Keeper Asimov -- his name isn't Asimov but it's very close to that.

That keeper wasn't talking to me yet, so I logged off and called it a night.

Level 12
I had leveled up to 12 and put the offensive spells into place in my roster already. After completing this quest, I reviewed them and found the first spell the enchanters are much sought after for -- Breeze. It accelerates Power recharge in the target. This is something no other class can do, basically makes the enchanter similar to a cleric, but for power and not health.

Something tells me an enchanter-cleric team could be very valuable as part of a larger combat force.

The Days Ahead
Going to Qeynos will probably let me join larger groups and level up quickly. And I'll be checking the quest rosters to see what's coming up next.

I'll also be doing more exploring, and if Salesmunn decides to start a lawful character on Proudpine, I would greatly enjoy helping him get up to speed so we can adventure together again.

Month 2, Rizek

Onward!
I've decided to continue with EQOA for just another month, and Rizek is now at level 8.

Neriak
Rizek hasn't left Neriak yet, and without invisibilty he will have difficulty traveling alone.

Travel
However, he is likely to find people to travel with without too much trouble. He's already getting invitations, mostly from higher level characters who want him to keep them alive while they hunt much bigger game.

Crouching Healer, Little Hammer
Rizek's damage dealing abilities are clearly subpar. Most yellow and red-level creatures that group members attack take the smallest amount of damage from his weapon, a hammer. He does have the ability to use a shield, though.

Deja Vu
Being another Dark Elf has led him to be doing many of the same quests as his brother Kizul has done. And being a different character has led me to feel a kind of strange deja vu when walking around.

I find myself wanting to rejoin Kizul in his level 17 quests and to push him onwards towards higher levels. Covering the same ground with Rizek is going to bore moe quickly.

Rizek

Kizul hunted
Kizul spent some time hunting alone around The Last Inn and even got himself killed a couple of times by some dark blue level creatures. Truly pathetic, and it shows how impatient I was because of the late hour I had started playing.

Rizek is born
Rizek is a Dark Elf Cleric in Neriak. I didn't feel like starting off in a goody-goody city with a human -- even if I most often act helpful and non-selfish as a Dark Elf. He serves the deity Innoruk, as all Dark Elves do, and the moment he showed up his guild master was going on and on about him being fodder in the war against the humans.

I'm starting to like being a Cleric already.

I spent a little time running the first basic quests with him, but I haven't even filled out his lv1 spell set yet with cash from slaying beasts outside.

Rizek recycled
I've just consulted a Cleric creation guide online and I think I'm going to erase him and start again, putting 10 points into Charisma (for healing), 5 into Strength, and 5 into Dexterity to help in combat when starting out.

Level 17 quests

Level 17
I turned back from the crazy idea of running to Kerplunk Outpost and had Kizul spend time adventuring around Freeport, Neriak, Klik'Anon, and Grobb to reach level 17.

There is one level 17 quest per major city in the game, and each of them gives you a magic item specific to your class. For example, the same quest from Klik'Anon requires the same item be found, then handed in by every class, but the reward item is different per class.

This is what I've been doing lately. Kizul has completed the Klik'Anon, Freeport, and Neriak quests.

Klik'Anon and the perpetual motion machine
Klik'Anon is the home city of the gnomes, a race known for being tinkerers and inventors along with good magic users. Their city is a neutral one, letting the likes of my dark elf walk alongside gnomes and humans without incident.

By chance I connected up with a group which was hunting for an "armor quest" item. They let me loot the item, and I'm a packrat these days so I kept it and took the time later to look online and read up on what quests there were. I found the level-17 quests that way, and this item is part of the Klik'Anon quest. After looting that item, we waited near the Rogue Clockworks waiting for the malfunctioning robot to respawn so another party member could get it. The item was called a perpetual motion machine.

Once I was able to find the one who gave the quest in the gnome city, I was able to complete it quickly and move on to the next one.

Wandering Priestess
The Neriak quest was particularly troublesome because it required slaying a "wandering priestess" near the town of Blakedown. Blakedown, as you can see is not a proper city with a coach. I had to run there from Highpass Hold. And, once I arrived, I found the priestess to be a red-level monster -- far too difficult for Kizul to tackle alone. Yellow-level creatures are enough to kill a player outright without help.

It was by luck that I found a player by the name of Horrid nearby who was on the same quest. She (the avatar was female, so I guess it was a she) hadn't found the priestess, but I had, so after she agreed to help me kill the priestess in return for returning the favor for her, we went back, found the priestess, and just managed to defeat her. Another party member would clearly have helped the situation, but I managed to keep Horrid alive using the Dark Pact spell to send hit points to her while she took the brunt of the priestess' attacks. I took the blood vial that she dropped.

It took us about half an hour of searching to find the respawned priestess. She doesn't respawn in the same location, unfortunately. Just before we were about to give up, we sighted her again and made quick work of her.

After that we tried going northwest to Fog Marsh, just to register, but we were both killed when Horrid attracted the attention of four or five monsters by trying to follow my invisible character. Traveling with non-casters is always risky since they can't walk right by dangerous creatures using an invisibility spell, so we just decided to run back east to Jared's Blight. We took coaches all the way back to Neriak from there.

Back in Neriak
I helped Horrid get the other part of the quest, which was very close by and required only money to get it, and we went our separate ways after connecting to each other's buddy lists.

Mount Hatespike
I took coaches back to Highpass Hold, then traveled north to Mount Hatespike, taking in the scenery and hoping to coach there once I found the right spot. It took some exploration, but after I found what I think is a Good stronghold of some kind, I wandered into some snowy areas and then traveled back down a river to find The Last Inn, a haven for the evil types like myself. Thankfully I was able to coach and bind Kizul's spirit there.

Exploration
I've found that I enjoy exploring -- a caster's invisibility makes moving like a ghost across the landscape quite easy with the rare situation where the land is packed with high-level monsters. See my prior hair-raising post about my doomed trip to Kerplunk Outpost for details. I'm going to miss that if I start a new non-caster class like I plan to.

CRGaming and AllaKhazam
All of these details -- what monster to look for, where to find her -- were detailed by web pages at eqoa.crgaming.com. That and the eqoa.allakhazam.com site together have been invaluable in advancing my character. It's not cheating, per se, it's taking the guesswork out of a truly massive world. Kizul still has to fight the monsters and cough up the cash for the equipment -- he just doesn't have to guess where most things are and waste hours quizzing NPCs all over the place looking for more quests.

Time is running out
My 30-day free month with the game ends later this week. I need to cancel soon if I'm going to cancel, and it seems like my wife is assuming I am going to cancel it.

I'll delve into pro's and con's later.

south from Freeport

Muriel's Tea Garden
I traveled south from Freeport towards Muriel's Tea Garden, a neutral outpost in the desert. I passed by the very dangerous desert of Ro, going by flame wasps and the like, and even saw some Fire Drakes. It took a couple of deaths before I managed to properly manage my Gather Shadows abilities to get down to Muriel's Tea Garden.

I bound myself there, registered with the coachman, and bought some supplies. The desert had been far too dangerous to hunt in, so I had nothing to sell. I set out south towards the Oasis, convinced that registering there would open up the southern regions.

Sycamore Joy's Rest and the Necromancers
Sycamore Joy's Rest, northeast of the Oasis, held some surprises. There are a few towers rising from the desert sands manned by T'ier D'Al -- dark elves such as myself. They're all necromancers inside, which made me let my guard down -- one of them has a mummy pet which slew me in one strike while the necromancers themselves didn't talk to me. I'm sure I will need to return there one day to complete a high-level quest of some kind.

My travels through the desert showed me that there are many wonders and dangers in Tunaria. Luckily the invisibility spell lets me see them and not be seen -- most of the time.

The Oasis
I reached the Oasis with some effort, and found the human coachwoman there to be less than welcoming. She refused to let me register, no doubt due to some faction number. These eastern humans -- they have no respect for power.

Hazniak
I was forced to continue south and east towards Hazniak without help from the humans. The map told me there would be Good and Evil settlements, and the map was right. The T'ier D'Al have a stronghold down there not far from the humans' outpost, and both are surrounded by lands containing very strong monsters.

The Tier Dal woman who bound my spirit told me I was crazy to bind there in such hazardous lands, but when I pressed her to do so, she aquiesced. She hadn't heard my tale of woe of being ignored by the pink wench in the Oasis. I needed to bind somewhere close -- this was dangerous territory.

The coachman in Hazniak would let me return the Grobb, the troll city I visited early on in my Necromantic training. Had I not registered there, I would have had to walk to Grobb.

The dockmaster in the southeastern part of the stronghold let me know I could return to Freeport. Luckily I had registered with the dockmaster there, even though it had given me no travel options at the time. My travel links to the south-eastern regions of Tunaria were complete.

Grobb and Kerplunk Outpost

I had time, so I figured I would "coach" down to Grobb and then go west on foot to Kerplunk Outpost. I was getting confident in my ability to stay cloaked in shadow while traveling, perhaps overconfident.

I met up with a troll warrior who agreed to travel with me to Kerplunk, and I knew that trip would probably end in disaster. With no way for the warrior to cloak, and no way for me to cloak him, we would surely be struck down by some mighty creature between us and that city.

The trip seemed to go well early on. We hunted a bit, but avoided most creatures to keep moving. Then we entered a region of very difficult monsters, red-level beasts that were thick in the swamp and made passage very tricky. We were doing reasonably well, mostly due to luck, when my companion asked me to wait. He had to do something in real life, I suppose, and while I waited, a patrolling monster crossed Bonesy's path, struck him down, then slew both myself and my traveling companion with ease.

I would die a couple more times on this trip, the last death occurring very close to the Kerplunk Outpost building itself. In an area thick with Shadow Panthers and Black Drakes I had no place to recast Gather Shadows to stay invisible. I knew the timer was running out so I cast around for someplace without a horde of threatening monsters. When I'd found none and the timer ran out, I became visible and was torn to shreds by some large beasty, probably a Black Drake, and incurred a rather large 20,000 XP debt.

I went back to Freeport from Hazniak and worked off the debt, vowing to one day make it to Kerplunk, perhaps by a more roundabout route.

desert madmen

Freeport
Freeport is a desert town. Never has my dark elf's blue skin stood out more than on those barren wastes, but it's neutral ground, so the pinkies tend to leave me be.

Stooie
A large troll named Stooie rounded up some folks to go hunting or, as it's more colloqially known, XP-ing. The favored target of this group were desert madmen and skeletons. Along the way we fought a couple of deathfist monks -- nasty creatures that like to heal up during battle.

As a necromancer, Kizul can't take much punishment from these guys, so a "tank" or battle-hardened character has to stand up front and take the pounding while the rest of us heap damage on the monster and attack from the side or rear.

Simple strategy
There really are just two rules of combat, whether you're fighting alone or in a group. The first rule is: don't choose a target that's too hard. With larger groups that have at least one or two strong fighters and a healer in with the spell casters, this isn't really a problem.

The second rule is to lure the monster away from other monsters before commencing the real attack. This is critical to the success of a hunt, and it is where Stooie's group failed time and time again last night, leading Kizul to die more than a couple of times while in their employ.

You lure a creature by attacking it from a distance, then running to the target area while it chases you. Hopefully this target area is where your friends are waiting to beat the tar out of your enemy, and if you have any amount of sense you've already scoped out the target area and know very few if any hostile creatures are nearby.

It goes without saying that you do not charge into large groups of enemies and expect to just have the one fight back when angry-faced foes of other kinds are walking just a few feet away. One such terrible situation occurred when someone attacking a red fire ant was attacked by a deathfist monk. The monk proceeded to rip apart the party attempting to hastily dispatch the fire ant, and while the ant was defeated, the party soon fell before the monk's might, Kizul included.

But it was very lucrative. XP earnings of over 10,000 points at a time were not uncommon, and just before I signed off last night I scraped enough solo kills together to reach level 14.

The area we fought is due south of Freeport by the water. Exit Freeport, turn right and walk around the back of it, or head directly South from the coachman on the water. Can't miss them. And they rarely miss you.

Freeport

South to the desert city of Freeport
I headed south from Neriak towards Freeport, hoping to meet up with that broken bridge again.

Bobble by Water
I skirted around Bobble By Water, an icky Good-alignment city whose guards and citizens are outright hostile to dark elves like myself. I kept to myself and Gathered Shadows to move past difficult wolf animals near their city without incident.

I'm guessing the broken-down bridge is north of Bobble By Water. I hope to find it, because I'm sure there's a Lore item there.

Freeport
I did reach the desert city of Freeport and found myself in the distinct minority there as a Dark Elf. Almost everyone walking around was human. Blech.

on thin ice
My relations with the neutral city of Freeport citizenry are negative, but the guards seem to be neutral to me. It is odd, but one such guard seemed openly hostile to me. I stayed away from his patrol route, waiting for him to move along before entering the city. Perhaps he is of a race that has bad blood with the dark elves. I couldn't see him well enough from the safe distance I had waited at.

Freeport a free market
I entered the city just as some bustling commerce was underway. A few players were shouting out pricing on magic items, but I didn't know where they were located just yet so declined to participate.

I found a vendor of burlap armor, which requires level 10, to replace my cloth armor. I don't recall if Neriak's armor vendor was selling burlap or not, but it boosted my Armor Class noticeably.

Hut hut, pike!
I took a simple quest to get pike fish meat for someone in the town and did it over and over again, using Bonesy to do most of the heavy lifting. This was my first bit of underwater combat, and it seemed to work well. I only let the breath meter run out once, which inflicts damage over time instead of killing you outright, thankfully.

Orc ransacker, highwayman
Very close to the pike and piranha habitat -- the piranha noticed how much of a higher level I was and did not attack despite the red face icon they bore -- was a ruined house. Outside was a strutting highwayman, who was easily beaten down by Bonesy. The highwayman had a Lore item, a little box marked Stolen Goods. Fine by me, into the bank it would go.

Once in a while an "Orc ransacker" would appear in the house. He was easily taken out by Bonesy as well, and his full smattering of equipment and objects were also all Lore items. At some point they will be useful for a quest, perhaps, so into the bank they go.

Coachman
I signed up with the coachman, extending my instananeous travel reach to three cities: Neriak, Klik'Anon, and Freeport. I hope to dig around for more missions in Freeport before moving on.

That bridge
I read here that there is a river through Hodstock and Temby, the area north of Freeport, which has structures on it and NPCs in it fitting the descriptions from my prior encounters. I'll probably go there soon to find and fight them again. It's rather nice sending Bonesy in swinging, and they'll make nice targets.

soldier ants

soldier ants
It took a while to find a spot with more than the occasional soldier ant available to get the four chitin sections for the gnome's quest, but I did find it in southeast Klik'Anon. I took advantage of the time to slay many creatures and earn some XP, mostly solo.

illness
Upon learning that Salesmunn was ill, I took the time to earn more xp and get another set of soldier ant chitin sections as a get well gift for him.

With the quests in Klik'Anon done, I traveled home to Neriak.

Unauthorized magic
I picked up a new quest from my guild master to investigate someone experimenting -- without clan approval it seemed -- along the river west of Neriak. I was to go out, become his apprentice, and bring back proof of his unauthorized activities.

I missed his hut the first time out, and ended up traveling south along the east coast. I then found myself heading towards Freeport, a town I wanted to go to anyway, and corrected my course to go there instead of back to Neriak. Along the way I found a group of bandits by a broken down bridge, with neutral humanoids on the other side. I sent Bonesy in to attack, but was drawn in myself and slain while trying to get out of a looting pop-up menu. I came-to back in Klik'Anon and jumped back to Neriak to stop for the night.

Meanwhile, back in Neriak
The next day I found the renegade magic user, and he let me become his apprentice. He wanted a spike crab shell, which I had banked from earlier trips to the coast near Neriak. He would then test me, he said.

I picked up the shell from the bank, brought it to him, and then he told me he hoped to rule the world with giant magical insects. To finish his creation, he needed an antenna from a certain kind of beetle. This beetle lived across the river from his hut, so a quick trip across to get an antenna went well. While over there I met up with another magic user named Sever. We grouped together, did some hunting, and then returned to the necromancer to give him the beetle antenna he wanted.

The necromancer conjured his human-sized beetle, which promptly ate him (ha!) and then attacked Sever. I jumped in quickly but not fast enough to save Sever. The beetle was defeated, leaving behind some remains I took as proof back to the Grand Defiler.

The Grand Defiler told me this should be a lesson to me not to dabble in magics I do not understand. I was given an impressive number of experience points and bumped up to level 13. Kizul is now about 20% towards level 14.

Bonesy the fighter
Now that Kizul's pet is a Lumbering Bones spell, he's become more useful, so I have given him a name that unfortunately I can't overwrite in the game itself: Bonesy (pronounced "Bone Z"). I've taken to sending him in first to attack a foe, which I will then infect with the Plague spell. I then sit quietly and regnerate, jumping in only if I think Bonesy won't win the fight.

Not only does this protect me from harm, it also reduces the cost of doing business -- with my armor and weapon not being used they won't wear out as quickly.

Bonesy the meal ticket
Bonesy is good as a meal ticket as well. He can take out any green-level creature reasonably easily, so sending him after creatures outside of a given city just to get loot to sell can be lucrative. I'm more interested in leveling up, but I will snare loot on the way back to a city if it's easy enough to do.

Support says: figure it out yourself
On a lark I asked support if the pet buff spells Reinforce Bone and Strengthen Bone were limited duration or not. They told me that Tunaria is meant to be explored and discovered, and that they can't give out sensitive information like spell durations.

Why don't I like this? Because there aren't icons on Bonesy when I cast these spells on him. Sure, make them limited duration, but at least tell me if they've worn off or not. I see icons on my avatar when an ability effect is on me -- including those cast on me by allies or inflicted on me by foes.

Damage
Oh and one more thing. I want to know, numerically, how much damage my pet is doing to the animal I'm fighting. All I see are the damage numbers I do and my spells do. I would also like to see ability/spell damage be colored differently than other damage to the enemy.

And a pony, I want a pony. :-)

Klick'Anon

Ghostly Mage
After a brief tour with Salesmunn and another player doing the ravens feathers quest again, we attacked a cemetery of undead outside Neriak.

One creature, I believe a Ghostly Mage, attracted our attention. We were warned by our companion that it was too strong, and it did have a red reticle when targeted. Other red-reticled creatures had fallen before the three of us without too much trouble, so we were confident -- overconfident.

We charged in, and it erased Reeno with one hit. Then we fled which, of course, never works. I was taken next with a single 250+ hit point attack. I'm unsure if our companion made it out alive.

Klick'Anon
Reeno signed off, and now that I'd bought up the latest spells for Kizul, I had Gather Shadows and wanted to travel. My companion agreed to come along, so I stayed visible to avoid having him be chewed up by monsters I would walk right by.

We headed northwest towards Klick'Anon. As we got close we passed through a very large iron gate guarded by gnome guards. The town was indeed inhabited by gnomes, and a rather large camp of hostile gnolls, not Darkpaw gnolls, but gnolls nonetheless was situated outside it not far from the main road. There are machines of various kinds in their underground city, and it seems like a nice enough place. We signed the coachman ledger, much to my companion's delight. We can now travel between it and Neriak immediately.

We both picked up a soldier ant-slaying quest from a gnome in town before I signed off for the night.

Pop-in
I'd just like to complain that the more I play eqoa, the less impressed I am with the visuals.

For example, when I summon my pet Walking Bones, there is a decent spell effect. When I dismiss him, he just pops out of existence right away. Was it too expensive to pay for a dismissing spell effect? How about just using the same spell effect as summoning, just reverse it? Would that have been too hard?

Coachmen could be better

And while I really like the coaches, I do think that some sort of physical representation of the coaches should exist for each city, something to give it a hint or more realism since it's apparently not a magical transportation system -- the Waysenders do that for particular quests only. Or at least have a coach A, B, and C, and not tell the user until they check in with the coachman and pick a destination. "Go to coach C for Klik'Anon." Then you have to walk ten paces to get to coach C and board it. Heck at that point, pop me out of existence outside and make a door opening and shutting sound or SOMETHING, then teleport me from inside the coach.

And instantaneous coach travel is really not such a good idea, not for free anyway. Maybe they tested this out and found users not liking it, but how about charging for a coach ticket based on speed? The speed could be given to the user up front. "Free ticket is a 3 minute travel time, express is 1 minute travel time for 50 t, and instantaneous is 100 t." Even if the player is just left in limbo while a timer counts down so they can chat en route that would be fine.

But then again, charging the player would probably make players gripe about having to walk to their destination first and register. Why not just pay money to get there without knowing the way.

This is explained, I suppose, by borrowing horses to take yourself instead of riding in a train-like coach. Why they call him a coachman is beyond me, then.

It's a shame.

It is a shame Fanghorn, Kizul, and Reeno didn't get together.

Borer beetle futility
I gave up on the borer beetle quest after trying to find some for quite a while. I returned to Neriak to buy level 8 spells for Kizul and meet up with Reeno. We ventured out and completed the pristine raven feathers quest, and then signed off.

Walking Bones
My level 8 pet is named Walking Bones. I don't have the ability to name the bones creature, which is silly. He's my conjured pet! I also don't have the ability to see when spells cast on him wear off. For example, the strength boost and armor class boost spells are temporary, but I don't know when they wear off. An icon does not appear by his name. This is irritating.

Gather Shadows
Also irritating is that the level 8 spell Gather Shadows, which grants invisibility to the caster, does so to the caster ONLY. Infinitus the goody-goody Enchanter can cast invisibility on anyone. This was very handy for helping people move through unfriendly territory, which he did a few times and was paid handsomely for it. But Gather Shadows is caster-only.

No joy in Mudville

:cry: And alas there is no joy in mudville for my demo has run out. Sorry I didn't get to meet up with Kizul but at least me and Reeno got to take out a giant beetle and some crabs together and if the deathfist guy hadn't struck me down I would have made the quest to join you both.

Kizul of the 3 quests.

In case you haven't noticed, I flip-flop between my character's proper name, Kizul, and me when describing my adventures. My apologies to the English majors this offends.

We three quests
Kizul continued on his three quests yesterday and found what he needed to complete two of them.

Size
Having a quest near Grobb isn't so bad. The trolls are a strong race, and their fighters can really clean the clock of most foes. My skinny little dark elf is dwarfed by their size, but I also saw a gnome running around and boy was _he_ small.

Two missions accomplished
I joined up with a troll barbarian and was able to slay enough ravens and crabs to get the materials needed to satisfy the demands of the vengeful woman in Neriak and the chef in Grobb. The cheff in Grobb gave Kizul some Froglok legs to take back to Neriak, but I haven't left yet, despite the fact that I have those legs and the pristine raven feathers for the Neriak woman. I've also leveled up to 8, but since trolls cannot be necromancers, there are no necromancy spell vendors in the town.

Sticking around
Why am I sticking around? Because the third quest was given to me by a troll in town who needs four cracked borer beetle carapaces. I've had a difficult time finding those beetles. I slew one, but it didn't give me a carapace.

If I leave Grobb using the Waysender, then unless a quest enables him, I cannot return via Waysender. That leaves returning via coaches -- which I cannot do because I haven't "coached" in any cities between Grobb and Neriak yet -- and returning on foot. I could return on foot, but why not just stay longer and kill borer beetles?

Fishing
Oh and I figured out what the deal is with fishing. My problem is that I tried fishing, found it to be a really poor implementation of the activity with current animations and graphics, and wanted to stop. I went through all of the "white bread" bait (which made me laugh), caught nothing, and when I un-equipped the pole it left Fishing Mode taking up a slot in my Abilities. I couldn't get rid of that ability no matter how hard I tried.

I contacted support through the handy in-game menus and they wrote back to me, saying that I had to have both bait and the pole equipped, then unequip them both to remove the mode. Since I'd sold the simple pole I had to go to a troll, buy a new pole, buy one piece of bait, equip them, then unequip them, and sure enough, I had my Ability slot back.

Support responded very quickly and they were thorough and very polite. I was impressed.

No Free Lunch
I fully expect to have to start using the retail edition of EQOA to play this evening, since the one week trial should be over.

over the weekend

Infinitus, gnoll slayer
Over the weekend I managed to take my Enchanter named Infinitus (Proudpine Outpost server), join up with other players just a little north of Qeynos on the road, and attack the three gnolls camped outside the city. I must have spent over an hour slaying gnolls with the group, gaining experience and raising my standing with the Qeynos inhabitants.

Home to Highbourne
With my status restored, I used the stables at Qeynos to jump directly back home to Highbourne and complete a couple of quests there.

Completing a quest did cut Infinitus DOWN from level 11 to level 10. I must remember to contact Support about that quest. It did give him some magical cloth gloves to wear in place of his ordinary ones, however, so it wasn't all bad.

Cheapskate
I completed a quest where I had to get tusked beetle carapaces for someone to make medicine, but my reward was food or a drink. That's it! It even gave me an underwhelmed conversation response to choose from when responding. At least I got the XP from the beetles.

Kizul arrives
On Sunday I started a new character, an evil dark elf, as a Necromancer. His name is Kizul, a menacing name chosen using a dark elf name generator. Kizul exists to serve darker needs, and so I can team up with Reeno, mentioned above.

Neriak to Grobb
He started at Neriak, and is now level 7 and is in Grobb on three quests at once. The major quest is to get Froglok legs from a troll cook for his necromancer master (which has him getting crab legs for the troll cook in return). This required him to use a Waysender to travel between Neriak and Grobb -- a first for me. The second quest was given to him in Neriak by a woman who wants to make poison using four pristine raven feathers. The last quest is from a troll in Grobb who wants borer beetle carapaces, also to make a potion of some kind. Three quests at once, and he's quite close to completing 2 of them.

I am looking forward to him reaching level 8 so I can purchase Gather Shadows for him. It is the necromancer's invisibility spell.

PS2: my Everquest Online Adventures

Infinity wrote:

Quote:
You'd have to be pretty close to the surface to do that, wouldn't you? You've seen that done, or done it yourself?

I did that with Fanghorn when we first started off. He was underground and I was above.

gnolls, grobb

We have two next moves. 1. try to raise our faction with Qeynos, and 2. go east to meet up with your fellow dark elf.

Going north to Whale Hill to slay gnolls should work out well according to the map, and going just a bit farther north to register at the stables of the Neutral city of Wyndhaven would serve us well. We can then head south, swing past Qeynos, or enter if our reputations permit it, and then go east.

Grobb is in the far south and east. I'd like to go east to Alseop's Wall, which I believe you (Salesmunn/Reeno) had visited before, hop south to good Forkwatch so I can register at the stables there while you keep your evil self in the shadows away from the guards.

From Forkwatch traveling southeast to register at neutral Brog Fens is a good idea, then east and south to neutral Oasis.

Southeast of Oasis is Hazniak, which is marked as being both Good and Evil. Farther southeast of that is Grobb, our destination. Once we're bound at Oasis, Hazniak looks intriguing even if we have to split up to go to separate parts of the city to bind and register at stables.

Successful evening..

Overall, it was a very successful evening in EQOA. My travels across Tunaria were quite dangerous yet I somehow managed to clear the entire continent alone.

Hopefully the defeating of a boatload of gnolls will put me in better terms with Queynos. We'll see what kind of damage that does to my Evil status. :-)

traveling with certain undesirables

Qeynos
After a safe trip north from my character's home city of Highbourne, with a false start after being eaten by a rat and a lion cub, I bound to the city of Qeynos.

Spirit binding
Getting your spirit bound to a spot means you respawn there when you perish. You can only be bound to one spot at a time.

This map has proven invaluable. I drew coachman arrows on a printout of the printer-friendly version of the map to illustrate what cities can get me where.

Coachmen
The coachmen are a network of stables outside major towns or cities. When you register with a coachman, you can arrive at that town from a linked town. Certain towns only permit access to other towns, so going across the map -- once you visit each destination on foot -- may take multiple jumps.

I haven't yet tried to jump from one place to another, but with a link from Highbourne to Qeynos now open to me, it should be no problem. Hopefully it also won't be expensive.

Good, and not so good
My Good class alignment lets me do whatever I wish in my home city of Highbourne and in Qeynos, including shopping and banking.

Qeynos is a rather attractive city, with a traditional castle look to it. It is the home city of the Paladin class, and looks it.

I headed East and Salesmunn logged in while I was doing so. I was hoping to meet him between Qeynos and Highpass, join up, and then head to a Neutral town of some kind, or try to enter a Good town.

I did know at this point that Salesmunn's character Reeno, as a dark elf of the shadowknight is considered Evil, and he said he was struck down by a guard along the way on a prior attempt to get closer to my home town.

I figured once we met up we'd be able to figure out where to go next. He was a veteran of the game, after all. In the meantime we chatted to each other.

A dangerous journey, again
I was slain by some really mean undead zombies in Fog Marsh on my first attempt going north a bit, then directly east towards Highpass, so I went a bit south before trying again, deciding to go straight west and avoid Evil settlements along the way. I figured the undead liked the evil areas and would stay near them.

I saw a many powerful creatures, including alligators and Plague Wasps. All really tough stuff I had to carefully walk around during a lot of the trip. My trusty pet, the Pendaril's Animation suit of walking armor which is created via an Ability (spell), dutifully marched behind me the whole way.

The meeting
I met up with Reeno in the small village of Blackdown. It was a nice reunion, but boy is his Dark Elf scary! My Erudite self was taken aback by his scythe, but we got along famously well. We bound ourselves to that town and decided to try to head West to Qeynos. We'd try and see if he could register with the stables to ease transport later, and if the town would accept him.

The rude awakening
Reeno engaged Follow mode, automatically tagging along behind my character. Happy that we were traveling together, I trotted along the road. I stepped past a guard, heard a *WHAP* and turned to see Reeno's lifeless body fall to the ground. The guard didn't even look at me, walking right by. Aha, so Faction scores do matter.

Factions
There are several factions in the game. Sometimes killing a creature affects that. Definitely killing an NPC of that faction affects that. I gained a tiny faction point killing an undead rat my first night I played, in favor of what I think is a holy order of some kind.

Off-roading it
We traveled off the main road west towards Qeynos, avoiding guards. I was pretty sure at this point Qeynos would be lethal to Reeno, but the stables were outside the main city. Perhaps the stable master would be neutral to him, letting him register there for easy travel.

Or perhaps not.

We arrived at the outskirts of Qeynos and headed towards the stables, which are outside the town proper. I was excited to re-enter the city, but we were cautious for Reeno's safety. We approached the stables, and the stable boy attacked Reeno. Reeno fought back, and when the stable boy died, as a member of his group, I lost over 100 faction points with the locals. Wuh oh, that was NOT good.

They didn't become outright hostile to me, but they did to Reeno. We fled the area, but the damage was done. Reeno logged out, and I found myself unable to bind to Qeynos, or bank there. I could shop, but not much else.

The road ahead is clear. We must restore our faction rating with Qeynos by slaying their enemy creature. Salesmunn's other character on another server is a Paladin, which, you will recall is the class that starts in Qeynos. He says that Gnolls are the thing to kill to boost faction ratings, so that's where we'll go next.

underground - overground

You'd have to be pretty close to the surface to do that, wouldn't you? You've seen that done, or done it yourself?

PS2: my Everquest Online Adventures

As far as the XP system goes, if your in a group and travel too far away (Far enough that your group-mates' life bar disappears on the left of the screen) you won't gain experience from their kills.

A neat little note, think of this distance as a full sphere surrounding you. It does NOT take into account whether one character is deep underground. As long as it's within the same distance. For example, you could nest safely in your guild underground while your high level buddy wanders the land above you, slaughtering high XP monsters. Monsters that are easy for him but give you mucho XP.

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