Miragul’s: Scion of Ice — first look

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I’m not the first to have visited this zone. Indeed I was in beta and I did not run it, so hundreds have done it first. I guess wanted to be “surprised”. Well, I was surprised alright!

We wiped on the first trash not once but twice. We got knocked around, stunned, blurred vision, burned, frozen, and all sorts of nastiness. Agro problems were surprising considering the ballyhooed “tank balance” which was supposed to go in with TSO. Some of the positional taunts (+1 hate position) just flat out did not work properly at all.

We went in with an SK tank, but he graciously traded roles with a Mythical/Fabled Monk. We also had a Wizzy, Conjurer, Ranger (that’s me), and 78 Templar. We certainly had a tough time at first. Once we figured some things out and learned the boss strategies the hard way, it’s going to be “not bad”. A couple of mobs have serious AoEs which you have to use a trick to keep under control. Otherwise they are doing 3-6k damage all at once.

Our monk described it in one word: Brutal. Casual groups with Mastercrafted and Legendary are going to get eaten. The developers describing this zone as “Easy” confirms my fears that since most of the group zones on Beta were tested by Fabled/Mythical players, and folks who were not so well-geared typically did not get invited to groups, the difficulty level was cranked up.

The templar had a tough time keeping up with heals. A problem which will probably be resolved with gearing up and gaining 2 levels. The hard-earned Exquisite and Ornate chests yielded 2 major upgrades for our healer so we’ll be back swinging here soon enough. Probably with that healer’s main — an 80 epic Illusionist. 🙂

It was a nice touch to have the Void Shard chest about halfway through the zone, with a key on a subboss or tough trash mob. We did not finish the zone (I had to run to the airport to pickup a roommate), but we all got a shard due to this chest. It will be slower, but folks can start gearing up from these chests even if they can’t take down the main boss yet.

I have posted the strategy we hammered out under Miragul’s: Scion of Ice at Zam.

P.S. Appropriating and repurposing furniture found in dungeons is fun! 🙂

   

TSO for Tradeskillers

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What do Tradeskillers have to look forward to in The Shadow Odyssey expansion? Quite a lot actually!

Tradeskilling in The Shadow Odyssey

  • Starter Quest in the new Moors of Ykesha zone (77-80 adventure level, accessible from the Airship dock in the Sinking Sands).
  • New Grobb and Tupta factions in the Moors of Ykesha.
  • Far Seas Supply Division — a new faction with a ton of rewards including mounts (a white unicorn), jewelry, belts, clothing, etc.
  • A Gathering Obsession — Harvesting Signature Quest (rewards a cloak with Featherfall, etc.)

And the most exciting addition (in my opinion) are the new Tradeskill Group Instances. 1-6 tradeskillers can participate in these tradeskill instances. You pickup these quests in the Isle of Mara. You must have first done the Starter Quest in the Moors of Ykesha.

The group instances not only reward Far Seas Supply Division coins, redeemable for cool rewards, but also reward faction and special recipe books. These recipe books are invaluable if you want to help your adventuring guildmates gear up for the new The Shadow Odyssey dungeons more quickly.

The new Void Shard armor (styled after LDoN from EQ1) is sold by a vendor in the Moors of Ykesha for a certain number of Void Shards. However if you are a tradeskiller and have acquired the right recipe books from the Tradeskill Group Instances, then you can make these pieces of armor, saving your customer 1-2 shards per item. No doubt this will be an invaluable service to close-knight guilds with a mix of adventurers and tradeskillers.

The Shadow Odyssey expansion goes live Tuesday, Nov 18 at 12:00 noon PST. If you have your EQ2 Launcher set to download in the background, then you should have received approximately 750 MB of data today, reducing your patch time on Tuesday from 3-4 hours to hopefully as little as 15 minutes.

TSO Raid Zones by Difficulty

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Prepared by Calaglin (Illusionist of Confirmed on Unrest) who posts online as Pinski.
  1. First 2 named in Tomb of the Mad Crusader.
  2. First named in Palace of the Ancient One.
  3. Next 2 named in Tomb.
  4. Next 4 named in Palace.
  5. First named in Ykesha’s Inner Stronghold.
  6. Final named in Tomb.
  7. Final named in Palace.
  8. Zarrakon (in Zarrakon’s Abyssal Chamber naturally)
  9. Rest of Ykesha’s Inner Stronghold.

In response to this list, there has been some conjecture that Zarrakon is slightly easier than the final named in the Palace. Ykesha in Ykesha’s Inner Stronghold is considered to be the hardest mob in the game.

TSO Dungeons with Locations & Difficulty

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Thanks to Cyberlink for posting this on the EQ2 forums!!

The Ruins of Guk

Access: Moors of Ykesha, take the balloon from Firmroot to the Entrance of Guk.
Moors of Ykesha is the new 77-80 zone accessible by Airship in Sinking Sands, Druid Rings, Mage Spires.
  • Halls of the Fallen (Level 80)
  • The Lower Corridors (Level 80)
  • Ykesha’s Outer Stronghold (Level 80)
  • Raid: Ykesha’s Inner Stronghold

Miragul’s Phylactery

Access: Everfrost (Within the new GU47 tunnel)
  • Scion of Ice (Level 50 – 80)
  • The Anathema (Level 50 – 80)
  • The Crucible (Level 50 – 80)

Najena

Access: Lavastorm (head left after the first tunnel)
  • The Deep Forge (50~80)
  • Najena’s Hollow (50~80)

Mistmoore

Access: Loping Plains (Somborn cemetery)
  • Evernight Abbey (70~80)
  • Mistmyr Manor (70~80)
  • Ravenscale Repository (70~80)
  • Raid: Zarrakon’s Abyssal Chamber

The Sebilisian Empire

Access: The Fens of Nathsar
  • Veksar (80) Access: under the Lake of ill Omen
  • Nu’Roga (80) Access: head right within the mines of Nurga
  • Kor’Sha (80) Access: flightpoint from Omens Call to the zone entrance

Befallen

Access: Commonlands (near the Hidden Valley griffon point)
  • Cavern of the Afflicted (50~80)
  • Halls of the Forsaken (50~80)
  • Necrotic Asylum (50~80)
  • Raid: Tomb of the Mad Crusader

The Void

Access: The Moors of Ykesha, just follow the sky storms
  • Obelisk of Ahkzul (80)
  • Anchor of Bazzul (80)
  • The Palace of Ferzhul (80)
  • Raid: Palace of the Ancient One

Tradeskilling Instance Zones

  • The Clockwork Workshop (Steamfont)
  • The Shipyard Cove
  • Firemyst Gully: Supply Stocking (Antonica)

Difficulty Rating (according to Illucide — SoE Dev)
Easy
Easy to Moderate
Moderate
Moderate to Hard
Hard

Advanced Void Shard Armor — Grab a Book!

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Regular Void Shard armor can be CRAFTED. Advanced Void Shard armor MUST be CRAFTED. Recipe Books drop in Tradeskill Group Dungeons.

According to information posted by Xalmat and Whilhelmina on the EQ2 Beta forum, Void Shard armor is now craftable. The Regular Void Shard armor can be created by your friendly neighborhood level 70+ crafter IF they have the recipe book from the appropriate Tradeskill Group Instances (there are 3 of these being added in TSO).

If you have a crafter make your Regular Void Shard Armor, you are getting a 1 shard discount on hand/feet/legshead slot items, and a 2 shard discount on chest/shoulder. There are a total of 4 books for regular and advanced armor, jewelry, shields, charms, etc. and other void shard items. You can save your customers 1-2 shards per item by crafting them.

Most importantly, if you want the Advanced Void Shard Armor, it appears that you must locate an level 70+ tradeskiller to make these items for you. You must also relinquish your Regular Void Shard Armor piece (and an appropriate number of void shards) to get your Advanced Void Shard Armor piece.

It should be noted that developers have said it is very easy to add void shard items, and we already know of one item — Void Shard Bears. Developers have suggested that we may see some low Fabled items on the merchants. The purpose of Advanced Void Shard Armor is to equip people for instances and get into T1 and T2 raiding.

Thanks to Xalmat and Whilhelmina for posting this information!

..

Originally posted by Xalmat:

Artisan (level 70+, class doesn’t matter) buys recipes, or otherwise acquires them.

You either craft (Commission) or purchase the regular armor (Void Shards are fuel)

Crafter then commissions the advanced armor (regular armor + void shards are mandatory, and yes they must be commissioned)

Originally posted by Whilhelmina:

There are currently 4 books that may drop in tradeskill group instances that are like that (with prices) :

– Book 1 : 14 shards for hands/feet, 17 shards for legs/head, 20 shards for  chest/shoulders (merchant price is 15/18/22)
– book 2 : 4 shards for each (5 on merchant)
– book 3 : 18 shards each (20 on merchant – symbols/charms/weapons are missing from the book still)
– book 4 : 1 armor piece from book1/merchant + 30 shards for hands/feet, 34 legs/head, 42 chest/shoulders

Put Your Claws Away

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Allakhazam has done a preview (including a cool video) of the Dire Bears, or so they thought.

Actually they reviewed heretofore unknown uber Void Shard Bears:

  • 65% Run Speed (if level 80 or higher)
  • EITHER: Increase Melee Weapon Range of caster by 1
  • OR: Increase Reuse Speed of Caster by 3
  • Increase Max Health of caster by 250

Not to be confused with The Shadow Odyssey Dire Bear (retail box):

  • 1-19: Summoned pet (not a mount)
  • 20-39: 20% run speed
  • 40-59: 30% run speed and armored appearance
  • 60-79: 45% run speed and increased armor appearance
  • 80: 52% run speed and increased armor appearance

Here’s the thread that clears up the confusion.

This whole situation with the Dire Bears accentuates the fact that someone is EQ2 is being hamstrung by its marketing department.

A 65% runspeed Bear with better stats can be purchased with Void Shards.

That information right there means I will not bother with the Retail box and I am completely removing that frustration from my brain. Why this information could not have been made available when the firestorm started a month ago is beyond me. Sony gets these opportunities to solve problems and they just let them fly past. Why?

Soft Caps and Hard Caps

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Here is a fantastic article written by Victer (guild: Perdition, Server: Oasis) . I’ve shamelessly borrowed it from here.

Diminishing Returns means that when you reach certain level of any skill, (mitigation, slashing, defense, etc…) you will start to get minimal benefits from raising its value.

Soft Cap: referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing less return from adding more points to a given stat.

Hard Cap: The definite value at which you will no longer see a benefit from adding more points to a stat.

Stats (str/agi/sta/int/wis)
Hard Cap : [ 15 * level + 20 ] = 1220 at level 80.
Soft Cap: approx 800

Mitigation (same as resists)
Hard Cap: [ Level * 150 ] = 12000 at level 80 or 75%.
Soft Cap: approx 4400

Skills (slash/peirce/def/parry/focus/ministration and so on)
Hard Cap : [ 6.5 * Level ] = 520
Soft Cap: unknown

Hate
Hard Cap: -50% to +50% each (no soft cap)

+Spell Damage / +Combat Art Damage / +Heals
Hard Cap: 50% of damage/heal of the skill

Critical Mitigation
This has a base % dependent on your AGI.
Hard Cap: 100%.
Critical Mitigation applies to only TSO mobs.
100% Crit Mit will absorb all additional damage done from the mob criting an attack.

Armor/Shields
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you recieve from your items.

For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.

Weapons
Double Attack and Crits Hard Cap = 100% (no soft cap)

Weapon Crit Calculation: [ Crit% * 1.09 [ max – min ] + max + min ] / delay
Use /weaponstats to get the real numbers depending on your gear/current buffs.

Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.
Haste/DPS mod Soft Cap: approx 80 points.

Generally speaking, 40% of the hard cap is roughly the break even point on most the diminishing returns graphs for resists, stats, and skills.


Contested vs Uncontested (for skills/stats… not mobs)

Contested means that your level is compared to the mobs level to calculate the outcome of the action.

Uncontested means that it doesn’t matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.

There are only a few things that are Uncontested. These are a few that I know of.

  • Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
  • Riposte% on items or Parry% on items (NOT +parry)
  • Generally if your item or AA has plus to a percentage of something then it is considered uncontested.

For example: A chestpeice with +1% parry is MUCH better then a chestpeice with +10 parry.

Pretty much everything else is contested against the mobs level. Thats why an orange mob is more dangerous then a yellow mob.

Void Shards — 1 per dungeon? Depends!

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From Ilucide (SoE Dev):

Some other things you may or may not know…

There’s basically a super mission that will be available once a day for a random instance that will be worth 2 shards. In addition, all dungeons will have a chest with a void shard for every member of the group… if you can find the guy carrying the key.

So each day, 1 dungeon is potentially worth 4 shards:

  • 1 shards from the regular mission
  • 2 shards from the Daily Double
  • 1 shard from the chest

Void Shards?

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There are two sets of Void Shard armor. Both are Legendary.

The lower end is an upgrade from Kunark legendary sets (instance dungeons like CoA, MC, Chel, Char, and VoES). It is much more specialized and tailors closer to the individual classes. There’s chain healer stuff, plate healer stuff, shadowknight armor, paladin armor, solo scout stuff with a bit of survivability added to it, solo fighter stuff with the same, and more specialized gear including full brawler set, full assassin/ranger set, etc.

The higher end Legendary set has stats that most will realize is essentially low Fabled. This is the gear you’ll wish you had when you started doing T2 raids in Kunark. It will take a lot of shards to get, but considering how much harder some of the instanced dungeons are in TSO, they will be a necessity for those as well as raiding.

The numbers are being fiddled with, but right now it looks like it will take about 12-14 shards to get each of your lower Legendary pieces, and then another 12-14 shards to upgrade to the upper Legendary pieces. The current theory is you have to buy the lower and trade it in to get the higher, so you aren’t really losing or wasting shards by buying one and then the other. If there was a way to buy the upper Legendary immediately, I’m sure they’ll require 24-28 shards per piece.

And did I mention there’s lots of jewelry and charms and more general purpose armor which costs a lot less shards if you are just really hurting for some good armor you can earn maybe as little as 8 shards and gear up on these items. There are a lot of choices.

There is also a lot of request on the Beta forums to allow us to earn more than one shard per run for the tougher dungeons. Some TSO dungeons are like VoES — 30 minutes with a solid group and you’re done. Others are 2 hour slogfests. It would be nice if there was a chance of getting more shards.

And keep in mind that the dungeon zones will be dropping all kinds of loot which we don’t even know about yet. Void Shards is just one option.

Suffice it to say, if you want to gear up, now is the time to pick your dance partners. Because I really intend to be grouping in 1-2 dungeons a night every night I can to gear up.

TSO Downloads Start Early

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In some fantastic news, instead of the expected 4 hour download on November 18th, we will start receiving files for the new expansion over the next few weeks.

Starting this week you may notice extra files being downloaded when you patch EverQuest II from either the Launchpad or the Station Launcher.

These files are both from our upcoming expansion and from previous expansions and adventure packs. By making these files available early we hope to make November 18th and future updates a more pleasant experience for everyone logging into EverQuest II.

After November 18th we will return to our normal patching schedule.

http://forums.station.sony.com/eq2/posts/list.m?topic_id=434230

A Bear of a Pet!

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The exact details of the Dire Bear mount/pet in The Shadow Odyssey have been revealed.

  • Available as a summoned pet from 1-19, after that, becomes a mount.
  • Becomes a mount at level 20 – 20% run speed.
  • Increase in run speed at level 40 – 30% run speed and armored appearance.
  • Increase in run speed at level 60 – 45% run speed and increased armor appearance.
  • Increase in run speed at level 80 – 52% run speed and increased armor appearance.

Scaling Mounts: Called to the Carpet!

With this mechanic in place, it seems even more obvious to me that the carpet in the D.I.R.T.Y. quests in Sinking Sands should have followed the same regime. Right now, a level 10 character can do those quests and get a 35% carpet in 45 minutes of easy solo questing. That seems overpowered to me. This scaling system would have been PERFECT for the carpet. Make it a 20% carpet at level 20. Then scale up over time.

The Pre-Order Mess: Redux

Here we go again with the lobes of SoE’s brain not communicating. You would think that since EQ2 is hardly available in retail stores and it costs SoE a fortune to have a retail presence anyway, and since likely half of the $40 retail price ends up being gobbled up by the publisher, manufacturer, and retail costs, they’d just give up on the retail box like they did last year* and make the DirectDownload desirable. Nope!

The Dire Bear is a Retail Box Pre-Order item only. But wait it gets better…

The Void Beast-in-a-cage house item is a DirectDownload Pre-Order item only.

You guessed it! SoE wants $80 from every player for The Shadow Odyssey. Since they’re already going RMT, and they’re already putting major game-changing stuff into LoN which is basically RMT, like Unicorn mounts (the single-most desired mount for girls), new housing, special mounts, special equipment, etc. why not just let us pay $5 more for the DirectDownload AND get the Bear.

Are you sure it’s a Bear?

Of course while they’re at it, it would be great if they made the Dire Bear look like, you know, a BEAR! It looks like a Sabertoothed Wolf. It is very obvious that they took the existing Warg model and tweaked it, rather than giving us an original mount. This is one of those situations where trying to stick with existing lore is LESS appealing than going for the attractive, extremely popular ice bears from The Golden Compass.

If a pretty unicorn is the fantasty of many girls, an armored ice bear is an equally powerful fantasy for the boys. There aren’t ANY mounts in EQ2 that I am particularly excited about. Maybe that’s why I specced 66% runspeed.

*The Rise of Kunark box contained a poster of a Dark Elf (rather than Kunark) and a poster of Legends of Norrath. The packaging was very cut-rate with paper envelopes for the discs, which for all intents and purposes were EoF DVDs relabeled as Rise of Kunark. Most players saw download times in excess of 2 hours, and analysis of the DVDs revealed no Kunark files whatsoever. The boxed version was just a bad idea all the way around. And this is not to mention the mass confusion this created with pre-orders of the Burynai pet (which was only available in certain situations which were so vague that SoE ended up giving the Burynai pet to everyone anyway).
   

The Shadow Odyssey Pre-Order

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EverQuest II’s fifth expansion, The Shadow Odyssey, will be available for pre-order starting Tuesday, October 14th, 2008!  EverQuest II: The Shadow Odyssey is an all-in-one compilation pack featuring five expansion packs and three adventure packs.  New players and veterans alike can journey through a massive amount of exquisite content unlike anything ever before seen in EverQuest II.  The Shadow Odyssey stretches well beyond the fantasy realm and propels the EverQuest II world into a new era of excitement and adventure.  The latest expansion provides content for players level 50-80, including more than 20 new zones and an achievement point increase to 200.

Read More

More Details

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Some further notes:

The Harvesting Supply Depot has gotten some improvements since FanFaire and currently allows 2,000,000 resources with 100 stacks of 20,000 items each.

The Magic Door to Guild Hall item which can be purchased from City Merchants works instantly. Players do not need to have visited the Guild Hall first.

The mailboxes amenity has been updated to allow up to 5 to be placed in your guild hall. This still counts as 1 amenity.

The Courtyard Landmark statues (300p) require Guild Level 80. All other statues require level Guild Level 75.

The Mariner’s Bell: Kunark ports the player to Kylong Plains docks (Dreg’s Landing).

The Maj’dul (Planetary) Orrey does not count towards the Maximum Amenities.

Amenities & More

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In line with the merging of the Status Executor Hireling and Commodities Exchange Hireling being into one NPC who BUYS status items, etc. from players, we are now getting a Relic and Signet Peddler who is like a City Merchant that sells Signets, Charms, Relics and Symbols. They do not sell any of the other status items like crafting tables or formal wear.  More importantly, they do NOT sell the Magic Door to the Guild Hall.

In other news, the Harvest Supply Depot now feeds into the Tradeskill Tables (if the player is of sufficient permissions in the guild hall to use the Supply Depot and gives a message “Quantities include crafting container.” when viewing a recipe that will draw resources from the Depot.

Because the guild halls currently run on the housing permissions system which only has 4 ranks: None, Visitor, Friend, and Trustee, there is no way to allow certain users to use amenities and not others without giving the folks who CAN use amenities the ability to MOVE them. There just aren’t enough levels of permission.

Guild Ranks?

So I’ve made some posts asking for a Guild Rank Portal or Guild Rank Door which will allow us to block off certain rooms or even entire wings of the guild hall based on guild rank. Then we can put amenities we want to restrict in these areas. I don’t expect it to be bulletproof. If something bugs out, then someone might get past the barrier, and conjurers would be able to summon people beyond such barriers, but it is the broad stroke of making amenities something that are earned rather than automatic which would be very useful for many guilds.

My post can be found halfway down this page, as well as Rothgar‘s response. There are subsequent responses on following pages as well.

The Future

According to Jindrack, who has poured hundreds of hours of development time into the Guild Halls gave us a peek into some planned Amenities that we may see in the future:

A hireling to get people into the city raids was one of the ideas I was working on for the initial launch of the halls, but it looks like it will be something that will have to be held for another phase. It works getting you from the guild hall instance to the raid instance, but the problem is getting the players back to the guild hall instance. This is the same kind of thing that has held back an Arena door amenity idea. When that issue gets addressed it is very likely you’ll see those amenities appear, but it will be at a later time.

Updated Amenities Pricing!!

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Ok folks, SoE has taken our gripes to heart and adjusted the upfront and weekly maintenance costs on the various Guild Hall amenities, especially the ones that most guilds will use.

Screen Snapshots from the Test Server show the reduced costs which work out to about 33% less plat and 66% less status up front. Also the upkeep works out to about 40% less gold and 70% less status per week. Check those screen snapshots out here.

Travel

Guild Translocation Beacon
“Call of Guild Hall”
Purchase: 1p, 250k status (-9p -1.75 mil status)
Upkeep: 2g 1,250 status (-8,750 status)

Druid Portal Hireling
Port to CL/Ant/KP/KJ/MY
Purchase: 20p 2,000,000 status (-5p -3mil status)
Upkeep: 40g 10,000 status (-10g -15k status)

Teleportation Spire to the Overrealm
Port to Tenebrous Tangle, Bonemire, or Barren Sky
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Magic Carpet to Sinking Sands
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Portal to Member Housing
Purchase: 5p 500,000 status (-5p 1.5mil status)
Upkeep: 10g 2,500 status (-10g -7,500 status)

Mariner’s Bell (Faydwer)
Port to Butcherblock Mountains or Kelethin
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Mariner’s Bell (Kunark)
Port to Kylong Plains (Dreg’s Landing)
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Mariner’s Bell (Shattered Lands)
Port to Ant/Ever/Lava/Nek/CL/EL/Feer/TS/Zek
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Localized Guild Hall Teleporter
Purchase: 25p 5,000,000 status
Upkeep: 50g 25,000 status

Tradeskill & Finance

Guild Hall World Market Broker
Purchase: 10p 1,000,000 status (-15p -4mil status)
Upkeep: 20g 5,000 status (-30g -20k status)

Guild Market Broker
Intraguild Broker: sell items within the guild. Not until after TSO is released.
Purchase: 12pp 2,500,000 status (waiting on updated pricing)
Upkeep: 25g 12,500 status (waiting on updated pricing)

Guild Hall Banker
Purchase: 10p 1,000,000 status (-15p -4mil status)
Upkeep: 20g 5,000 status (-30g -20k status)

Mender Hireling
Purchase: 10p 1,000,000 status
Upkeep: 20g 5,000 status

Guild Hall Crafting Tables
Update: You may place crafting tables purchased from status merchants in guild halls.

Harvesting Supply Depot
Purchase: 25p 5,000,000 status
Upkeep: 50g 25,000 status

Fuel Merchant Hireling
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

Gatherer Hireling
Purchase: 20p 2,000,000 status (+8p -500k status)
Upkeep: 40g 10,000 status (+16g -2,500 status)

Hunter Hireling
Purchase: 20p 2,000,000 status (+8p -500k status)
Upkeep: 40g 10,000 status (+16g -2,500 status)

Miner Hireling
Purchase: 20p 2,000,000 status (+8p -500k status)
Upkeep: 40g 10,000 status (+16g -2,500 status)

Commodities Exporter & Status Executor Hireling
Redeem vendor trash as well as status items (documents, amulets, etc.).
Purchase: 10p 1,000,000 status (-2p 1.5mil status)
Upkeep: 20g, 5,000 status (-4g -7,500 status)

Guild Hall Stylist
Purchase: 1p 100,000 status (-4p -900k status)
Upkeep: 2g 500 status (-8g 4,500 status)

Stable Hand
Purchase: 10p 1,000,000 status (-2p -1.5mill status
Upkeep: 20g 5,000 status (-4g 7,500 status)

Guild Hall Bartender
Purchase: 1p 100,000 status (-14pp -400k status)
Upkeep: 2g 500 status

Guild Cloak Designer
Purchase: 1p 500,000 status (-9p -1.5mil status)
Upkeep: 2g 2,500 status (-18g 7,500 status)

Far Seas Express (mailbox)
Purchase: 1p 100,000 status (+90g +750k status)
Upkeep: 0 (-2g -1,250 status)

Writs

Kunark Adventure Writ Agent
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-5k status)

PvP Writ Agent
Purchase: 10pp 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-15k status)

Tradeskill Recipe Salesman
Purchase: 1p 100,000 status
Upkeep: 2g 5,000 status

Tradeskill Rush Order Agent
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-15k status)

Tradeskill Writ Agent
Purchase: 10p 1,000,000 status (-1mil status)
Upkeep: 20g 5,000 status (-15k status)

Decoration & Fun

Courtyard Landmark
Central courtyard statue for Tier 3 guild halls. Requires Guild Level 80.
Purchase: 300pp 30,000,000 status
Upkeep: none

Maj’dullian Orrey
Doesn’t count towards amenities.
Purchase: 100pp 10,000,000 status
Upkeep: none

Slayer Poster
Purchase: 1pp 50,000 status (-200k status)
Upkeep: none

Uniform Mannequin (up to 5)
Purchase: 5p 500,000 status (-10p -2.5mil status) EACH
Upkeep: 10g 2,500 status (-20g -12,500 status) EACH

Gigglegibber Goblin Gamblin’ Game
Currently disabled for bugfixing.
Purchase: 1p 100,000 status
Upkeep: none

PvP Defense (or decoration on PvE)

Courtyard Statue Sentry (North)
Requires Guild Level 75.
Purchase: 50pp 5,000,000 status
Upkeep: none

Courtyard Statue Sentry (South)
Requires Guild Level 75.
Purchase: 50pp 5,000,000 status
Upkeep: none

Courtyard Statue Sentry (East)
Requires Guild Level 75.
Purchase: 50pp 5,000,000 status
Upkeep: none

Courtyard Statue Sentry (West)
Requires Guild Level 75.
Purchase: 50pp 5,000,000 status
Upkeep: none

Hall Guard
Up to 50 placeable NPC guards (was 20)
Purchase: 1p 100,000 status (-400k status) EACH
Upkeep: 2g 500 status (-2k status) EACH

Training

Creature Conjurer
Purchase: 5p 500,000 status (-500k status)
Upkeep: 10g 2,500 status (-2,500 status)

Guild Strategist
Raid flag — 2 hour timer
Purchase: 100pp 20,000,000 status
Upkeep: 2pp 100,000 status

Training Dummy Supply Chest
Allow members to spawn training dummies for combat practice.
Purchase: 5p 500,000 status (-500k status)
Upkeep: 10g 2,500 status (-47,500 status)

Amenities Details

Written by Feldon on . Posted in Uncategorized

Now that Guild Halls are on the Test Server, we’ve got some more details about amenities.

The Bell to Shattered Lands takes you to:
– Antonica
– Everfrost
– Lavastorm
– Nektulos Forest
– The Commonlands
– The Enchanted Lands
– The Feerrott
– The Thundering Steppes
– Zek, the Orcish Wastes

The Spire to Overrealm takes you to
– Bonemire
– Tenebrous Tangle
– Barren Sky

The Stable Hand gives a 5% speed bonus for 2 hours.

Tradeskill Mounts & More Dire Bears

Written by Feldon on . Posted in Uncategorized

Some unconfirmed info comes to us from Vulkoor of Antonia Bayle.

Since I have seen the model first hand, I can verify that the pic[ture of the bear] is in fact the new Dire Bear model, well one of them. Like the Warg, there are armored and un armored version of the mount.

Also as Valk stated, the crafters mounts aren’t new models per se, but old horse models with saddlebags added to them.

Shadow of Odyssey

Written by Feldon on . Posted in Uncategorized

Pre-order Notes are revealing some more information about The Shadow Odyssey!

From GameStop some juicy new details and even a screen snapshot of a new mount — Dire Bears!

Gamestop Pre-Order for TSO

Synopsis:

In an age long passed, a band of extraordinary heroes embarked on an epic journey to free Norrath from the clutches of a shrouded threat. Their everlasting quest would take them to the far reaches of the globe, delving deep into the most dangerous dungeons and undertaking many daunting trials. This was the Shadow Odyssey, and the heroes were known as the Ethernauts. In their time, this epic quest came to an end, and Norrath was saved. But now … history is repeating. It is time for a new generation of Ethernauts to retrace the steps of their honored predecessors through the ruined, rancorous and twisting regions of Norrath to rid the world of the invading scourge and destroy the renewed evil of the Shadowmen.

Details:

  • Purchase EverQuest 2 and receive an Exclusive in-game Dire Bear mount and pet, Legends of Norrath loot card and Dire Bear Figurine. Quantities are limited. While supplies last.
  • All Customers: Instructions for in-game mount and Dire Bear figurine will be included with game.

    Amazon.com provides further details of the Dire Bear Mount. (product listing)

    • Bonus: Pewter Dire Bear figurine included in the Box. The Bear is your pet or mount in the game depending on what level you achieve. It gains experience and moves levels with you.

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