Heroic Opportunities FAQ (Buy Everquest 2)

July 2nd, 2009

A detailed explanation of heroic opportunities below:

Opportunity Icons
Think of opportunity icons as the links in a chain, which ultimately band together and allow for a strong entity. When it comes to heroic opportunities, these icons represent the links, while the opportunity itself is the chain (I kicked some serious ass in the analogy section of my SAT test).

Any individual magical spell or combat art utlized in the heat of battle has a specific icon associated with that skill. During combat these icons will flash on screen when you have started a combination of attack maneuvers which allows you to begin building this "chain", when properly executed you can trigger a heroic opportunity, causing great harm to your opponent, or an opportunity which greatly benefits your group!

There are 4 specific types of icons, one for each archetype.

Fighter (blue)
Sword
Shield
Horn
Fist
Boot
Flexed arm

Priest (gold)
Chalice
Holy Symbol
Hammer
Eye
Moon
Druidic Stones

Scout (green)
Dagger
Bow
Mask
Lock
Cloak
Coin

Mage (red)
Wand
Lightning
Tome
Staff
Fire
Star

A sequence of icons represented on screen will guide you in completing a heroic opportunity. This icon sequence appears in the lower right hand corner of your screen during combat.

Beginning a starter chain
To trigger a heroic opportunity chain, you will need to start off the chain with one of the following skills for each specific race:

Fighter - Fighting Chance
Scout - Lucky Break
Mage - Arcane Augur
Priest - Divine Providence

- None of these abilities drain mana or power, and are cast immediately. However, there is a 10 second delay between each cast making heroic opportunities extremely difficult to pull of more than once in any one combat sitting.

After casting this initial spell or initiating the specific combat skill, an icon of that specific skill will appear on yoru screen, followed by other icons you'll need to use to continue the chain. If you don't possess the next icon, you simply aren't ready to complete the heroic opportunity……..or you may need to be in a group with another partner who happens to possess that ability.

That being said even in the early stages of the game, even on the Island of Refuge there are heroic opportunities which can be pulled off solo, or in a group. So keep tinkering around a bit and you'll find some devastating combos allowing you to drop high level opponents with ease.

Advancing the Starter Chain

When you have initially begun a chain, any misuse of the next skill will break the chain, resulting in a failed opportunity. This holds true when soloing, or in a group. So if you successfully launch an initial attack which begins the chain, ensure you communicate to other members in your group to launch the next spell which lengthens the chain. Misuse of specific skills at this stage can break the starter chain. In a group, a keymashing "newbie" can be quite a hinderance to success. Coordination and communication are key to successully executing these initial "starter" chains.

Completing a Starter Chain

Once you've fully "built" the chain in a heroic opportunity, the initial caster and/or group is presented with an option from which to launch the opportunity. A list will appear on screen allowing you to choose which opportunity you'd like to launch a common, uncommon or rare opportunity.

Completing an Opportunity of Heroic Stature

After initially launching a heroic opportunity chain, the next link in the chain, or "icon" will flash for 30 seconds. During this period you, or any member of your group who uses this skill will advance the chain.

Using an incorrect skill will not completely cancel the opportunity, however you do have a time limit in which you MUST use the next skill in the chain……30 seconds. If a specific link is not added during this period the entire opportunity will vanish, and you will need to start again.

"Shifting" a Heroic Opportunity

Each successfully built opportunity has the ability to be "shifted" to another type of opportunity. Each opportunity has a specific "shift" icon associated with it: the coin. Scouts may use combat arts with that specific "coin" symbol, which allows them to shift the current chain to a different heroic opportunity.

Posted in Everquest 2

Petrified RACE Eyes! Become A New Race! (Everquest 2 Free Download)

June 29th, 2009

We all have a TON of collection quest in our Journals. I made it a point to complete one. Collect all the bones from a certain race and return to Mervos in North Qeynos. You are rewarded with some xp and a Petrified Eye from whatever race you completed. If you check alot of other sites they will label the 7C eye as junk. That is not so. It is a little known fact that when placed in an "activatable" slot or and your hotbar that you can cast a spell that makes you appear as that race. Your only requirement is that you have an extra bone from that race in your inventory. Unconfirmed that it can remain in the bank.

I collected Ogre bones. bought some for about 8S total and a friend gave me the last one. Now I can prance around Qeynos, not as my Erudite but as a BIG UGLY OGRE!!!! The spell last six hours or until you zone. I take of my mage robe so I look more Ogreish!

I cannot tell a difference in my stats, just appearance. The NPC's in Qeynos react no differently.
In EQ1 these spells were used to enter the evil cities without being atacked. Have not tried this yet.

The completed eyes are selling for 10+ GOLD on the brokers. I saw a froglok eye for 50 gold!

I think this is just a fluff spell but it is still very fun and made for alot of laughs in game and on TeamSpeak!

"Me bIG oGre, mE a SquasHeM HeadS"

Have fun! If you find an eye for cheap, pick it up and resell it!
Dont forget to check the brokers to complete thse collection quests.

Posted in Everquest 2

Amazing new PL area one week left (Druid Everquest)

June 26th, 2009

But it's for anyone BELOW 60. It's is better probably between 1-40 though.

There is a new special world event called FrostFell going on. I believe it's supposed to last for 15 days.

Read the the LU18 notes for more information on where to start.

After doing the first quest you will receive another quest from a NPC called Pinchy Presentpeeler.

Pinchy wants you to go to the Elfin Wonderland and stop the Grump. Talking to the NPC will transport you to the Zone. You will receive two items: A santa like hat and a satchel with snowballs. Equip both. Clear a hotkey and drag the charm slot with the snowball bag to the open hotkey.

There is a box that looks like a present when you zone in — don't click it, it will zone you back to your home zone, and you can't back in for an hour.

You need to find several bottles to finish the quest. These are lying on the ground all over the place. DON'T PICK THEM UP.

The snowball bag is like a nuke..it hits for at least 2K. You can kill every mob in the zone in two hits. None of the mobs drops any chest as far as I know, but you can clear the zone fairly quickly and they are all equal level to yours. Either regular or v. There are no grouped mobs — all solo. There was one decent loot item, about 2g plus change, and several other items that sold for 30+ silver.

As long you as you don't finish the quest you can keep going back every hour. You should probably finish the quest before the world event is over though.

Posted in Everquest 2

Got Poisons Use Your Bow And Kite Without Risk (Everquest 2 quests)

June 23rd, 2009

Bow styles, even being a swashbuckler, are hitting harder and seem more productive for poison procs as my initial opener vs. stealth attacks.

Therefore, with high dot poison (rather then high initial damage poison) Pull with bow style …enter melee range and run backwards + Sideways simultaneously and constantly. This will make you do backward loops. Poison will do the grunt work for you. At 22 today, I killed a Named blue ++ Group mob with full health and full power after the fight. I was simply 65 arrows lighter for the wear. I also solo'd a 26 griff in TS this way without a scratch. Costs the arrows…but grab that named loot or last quest mob yourself.

Posted in Everquest 2

Interpreting The Con System (EQ2 Druid)

June 21st, 2009

Grey - Easier than "Green" - will not provide any XP or Loot
Green - Easier than "Blue" - Barely worth the effort, but still provides XP and Loot
Blue - Easier than "White" - Might be a challenge for 1 player, might not
White - Even encounter for player (generally)
Yellow - Harder than "White" - Challenging for 1 player
Orange - Harder than "Yellow" - Nearly impossible for 1 player
Crimson - Harder than "Orange" - Definitely Impossible for 1 player

To add more flavor, variable difficulty is introduced by the means of multiplying the attributes of each color-con by a set amount.

Example:

2 Arrows Down - a LOT easier than normal con, think "Peon" (zug-zug!)
1 Arrows Down - Easier than normal con, think "Henchman"
0 Arrows - Normal color con. No modifications.
1 Arrows Up - Harder than a normal con, think "Lieutenant"
2 Arrows Up - a LOT harder than a normal con, think "Mega Boss"
Now, the difficuly of this system, is that it is misleading somewhat.

a White ( - - ) con mob is not the same as a Green mob.
a White ( - ) con mob is not the same as an Blue mob.
a White ( + ) con mob is not the same as an Yellow mob.
a White ( + + ) con mob is not the same as an Orange mob.

Think of the ( - ) and ( + ) as meaning "x0.5" and "x2" in terms of levels.

a White ( - - ) mob will have a quarter the defence, hitpoints, and attack as a normal White mob.
a White ( - ) mob will have half the defence, hitpoints, and attack as a normal White mob.
a White ( + ) mob will have twice the defence, hitpoints, and attack as a normal White mob.
a White ( + + ) mob will have quadruple the defence, hitpoints, and attack as a normal White mob.

Posted in Everquest 2

Fallen Gate Access (EQ2 Crafting Macro)

June 18th, 2009

I have never written a strategy or walkthrough guide before so forgive me if I have left something out. A lot of people here have probably gotten past this point already but I see tons of /ooc ‘s all the time for this information so I thought I would give it a shot. I hope it helps.

As the title indicates this is a helpful guide to getting access to the Fallen Gates area. Before I get to the meat of the walkthrough I would like to take the time to discuss what I think is essentials in every group doing it. I think all groups should include members that are at least level 12. You can mix and match here but I feel the 2 fighters need to be of comparable levels to be able to pull agro from each other and allow the cleric time to do his/her job. I feel each group needs 2 fighters and a cleric. Sprinkle Mages and Rogues to taste.

I can tell you from experience that any member that dies in the last fight to retrieve the key will not get credit for the quest so having 2 Meat Shields is essential to the success of the mission for said Fighters. In my circumstance I was far in advance of what I needed to be level wise but we had no cleric and the other fighter was 6 levels shy of my level 16. He was unable to pull agro from me with taunt and although I did my job I died shortly before the conclusion of the encounter. It was no ones fault of course just bad planning on our part. Don’t fall into this category.

OK on to the walkthrough.

To get access to the fallen gate you will need to do a quest first. To get the quest you will need to visit a dark elf in the North Freeport area. His name is Kanos Xaphon and he can be found at ‘7.12, -20.07, -219.56’. He will ask you to help out with something or another. Does it really matter what?

After clicking the appropriate responses you will be off to talk to his brethren at the front of Fallen Gates. Now if you want to walk there the waypoint is ‘1,485.75, -38.23, -391.98’ You will have to go through the Stone Giants area known as the Yapping Maze. I would recommend using a Griffon because it’s a good deal faster. You can find the Griffon at ‘-608.70, -48.75, -754.42’ which is just a bit to the North outside of the Crossroads. You will catch it at the edge of the platform and will take it to Nelctulos Station. The Griffons are a bit nippy but if you give them a rabbit they tend to want to be friendly (for those of you that may not know better don’t waste your time hunting a rabbit because I have never seen one and the Griffons ride you for free). Once there go through the Yapping Maze to the waypoint above.

Now that you have gotten to the front of the fallen gate you will talk to Tundis N’Oxyle. He will enlist you into his plight. To be honest I can’t remember what it was about but I think it was something to do with helping his citizens and becoming one yourself. As an Ogre I can’t see the need to want to be a part of dark elf society but to each his own. I wanted entrance to the gate so I would swear allegiance to the sickly good pointed elves dancing their little dainty dances around that big oak tree.

Now Tundis N’Oxyle wants you to collect Stone Giant Stones. I don’t know where they keep those stones so I will guess they are Kidney Stones (lets hope anyway). But to get them you only have to kill Stone Giants you don’t have to dissect them. You will need 5 stones from 5 kills. Now this part of your quest is fairly simple. You don’t need near the people in your group to complete this as you will the final part so do this with whatever group of friends you can muster. If you don’t have any friends, no need to explain I play on line games too, then just round up some people looking for adventure.

After collecting the 5 stones return to the fallen gate and give them to the sneaky Dark Elf. He will proclaim you a citizen or some such. If this idea leaves a bad taste in your mouth then just cross your fingers when you are sworn in like I did. After the hugs and celebration, never wise to be drunk near a dark elf, he will send you back to his Sylvan, or should I say Underdark, brethren to finish up.

This is the tricky part. You want to gather a group before you are through talking to this guy because he will teleport you into the midst of battle. I recommend you try to time when everyone in the groups asks the elf to teleport them. It’s up to you of course.

Do me a favor in here and keep your Fighters alive. We are Meat Shields but we are good at what we do and that’s to keep the rest of you alive in battle. So return the favor and make sure we are kept just as alive.

You will fight several battles in here on several levels so there is no rush to run around killing everything. Finish the first squad and then rest up a bit. On the next level you will fight another mob. Same strategy here. I can’t remember if there is another mob or not to fight so be prepared. In a door is your final fight. There was the leader and one or two elite guards. To be honest our group had no trouble taking them with the exception of my death right before the killing blows. But I have discussed the reason for that and offer it only as a best practice recommendation. When the leader is killed you will get the key and will walk back down to the bottom floor, not the basement and I will explain why later, and Kanos Xaphon will be waiting for you. He will give you a reward in addition to being the completion of the quest. He will offer you a variety of helms so pick the one suited to you.

Now as for the basement. Far be it for me to tell you fine adventurers not to go down into the basement because if someone told me not to that would be the first place I looked. The reason I warn you is that it is not necessary to finish your quest and may be considered a risk not needed. Now that being said I always feel that with great risks come great rewards. So try it if you must. I can tell you what waits below though. There is a couple of baddies and an Elemental. Now when I respawned after my death I returned in time to watch everyone get their prize and leave. I wondered the area hoping to find a way to get a key, in vain I might add, and discovered the basement which was overlooked before. I saw a quick glimpse of two bad guys (dark elves I presume, are you seeing why I despise them unless they are my cleric of course) and a very large Elemental. I would assume he was a fire elemental, even though I didn’t get much of a look at him, because he kept laying the Napalm to my backside as I ran up the steps. Now I know what you are thinking and I am no chicken but he was laying some serious heat on me and I do mean serious. With a group and a cleric I would have checked a little more but alas they were rejoicing in their victory at my expense. They could note be coaxed out of the basement area so at least there is not that worry.

Ok as a note I have no distaste for my Elvin brothers and sisters since my wife actually plays a dark elf in game as well as the majority of my friends. I guess I’m poking fun at them mostly.

I hope you may have found this little bit of info useful.

Posted in Everquest 2

Qeynos Civil Service Quest - Easy Silver in 30 minutes (EQ2 O Gaming)

June 16th, 2009

If you're from Qeynos, do the Civil Service quests from the fellow in front of the castle in North Qeynos.



You'll have to kill Snakes and Rats, they were white/blue to me when i was lvl 10 wood elf predator… They drop Iron Girdles/Leggings, and things for the lighthouse quest.



If you sell to a crafting merchant in a crafting house, they give u 3s per girdle and like, 4.5s per leggings. I think i make about 13s in about half hour just looting the rats and sellling the loot!

Posted in Everquest 2

Heroic Opportunities FAQ (EQ2 Bots)

June 13th, 2009

A detailed explanation of heroic opportunities below:

Opportunity Icons
Think of opportunity icons as the links in a chain, which ultimately band together and allow for a strong entity. When it comes to heroic opportunities, these icons represent the links, while the opportunity itself is the chain (I kicked some serious ass in the analogy section of my SAT test).

Any individual magical spell or combat art utlized in the heat of battle has a specific icon associated with that skill. During combat these icons will flash on screen when you have started a combination of attack maneuvers which allows you to begin building this "chain", when properly executed you can trigger a heroic opportunity, causing great harm to your opponent, or an opportunity which greatly benefits your group!

There are 4 specific types of icons, one for each archetype.

Fighter (blue)
Sword
Shield
Horn
Fist
Boot
Flexed arm

Priest (gold)
Chalice
Holy Symbol
Hammer
Eye
Moon
Druidic Stones

Scout (green)
Dagger
Bow
Mask
Lock
Cloak
Coin

Mage (red)
Wand
Lightning
Tome
Staff
Fire
Star

A sequence of icons represented on screen will guide you in completing a heroic opportunity. This icon sequence appears in the lower right hand corner of your screen during combat.

Beginning a starter chain
To trigger a heroic opportunity chain, you will need to start off the chain with one of the following skills for each specific race:

Fighter - Fighting Chance
Scout - Lucky Break
Mage - Arcane Augur
Priest - Divine Providence

- None of these abilities drain mana or power, and are cast immediately. However, there is a 10 second delay between each cast making heroic opportunities extremely difficult to pull of more than once in any one combat sitting.

After casting this initial spell or initiating the specific combat skill, an icon of that specific skill will appear on yoru screen, followed by other icons you'll need to use to continue the chain. If you don't possess the next icon, you simply aren't ready to complete the heroic opportunity……..or you may need to be in a group with another partner who happens to possess that ability.

That being said even in the early stages of the game, even on the Island of Refuge there are heroic opportunities which can be pulled off solo, or in a group. So keep tinkering around a bit and you'll find some devastating combos allowing you to drop high level opponents with ease.

Advancing the Starter Chain

When you have initially begun a chain, any misuse of the next skill will break the chain, resulting in a failed opportunity. This holds true when soloing, or in a group. So if you successfully launch an initial attack which begins the chain, ensure you communicate to other members in your group to launch the next spell which lengthens the chain. Misuse of specific skills at this stage can break the starter chain. In a group, a keymashing "newbie" can be quite a hinderance to success. Coordination and communication are key to successully executing these initial "starter" chains.

Completing a Starter Chain

Once you've fully "built" the chain in a heroic opportunity, the initial caster and/or group is presented with an option from which to launch the opportunity. A list will appear on screen allowing you to choose which opportunity you'd like to launch a common, uncommon or rare opportunity.

Completing an Opportunity of Heroic Stature

After initially launching a heroic opportunity chain, the next link in the chain, or "icon" will flash for 30 seconds. During this period you, or any member of your group who uses this skill will advance the chain.

Using an incorrect skill will not completely cancel the opportunity, however you do have a time limit in which you MUST use the next skill in the chain……30 seconds. If a specific link is not added during this period the entire opportunity will vanish, and you will need to start again.

"Shifting" a Heroic Opportunity

Each successfully built opportunity has the ability to be "shifted" to another type of opportunity. Each opportunity has a specific "shift" icon associated with it: the coin. Scouts may use combat arts with that specific "coin" symbol, which allows them to shift the current chain to a different heroic opportunity.

Posted in Everquest 2

Heroic Opportunities FAQ (EQ2 Collection Quests)

June 10th, 2009

A detailed explanation of heroic opportunities below:

Opportunity Icons
Think of opportunity icons as the links in a chain, which ultimately band together and allow for a strong entity. When it comes to heroic opportunities, these icons represent the links, while the opportunity itself is the chain (I kicked some serious ass in the analogy section of my SAT test).

Any individual magical spell or combat art utlized in the heat of battle has a specific icon associated with that skill. During combat these icons will flash on screen when you have started a combination of attack maneuvers which allows you to begin building this "chain", when properly executed you can trigger a heroic opportunity, causing great harm to your opponent, or an opportunity which greatly benefits your group!

There are 4 specific types of icons, one for each archetype.

Fighter (blue)
Sword
Shield
Horn
Fist
Boot
Flexed arm

Priest (gold)
Chalice
Holy Symbol
Hammer
Eye
Moon
Druidic Stones

Scout (green)
Dagger
Bow
Mask
Lock
Cloak
Coin

Mage (red)
Wand
Lightning
Tome
Staff
Fire
Star

A sequence of icons represented on screen will guide you in completing a heroic opportunity. This icon sequence appears in the lower right hand corner of your screen during combat.

Beginning a starter chain
To trigger a heroic opportunity chain, you will need to start off the chain with one of the following skills for each specific race:

Fighter - Fighting Chance
Scout - Lucky Break
Mage - Arcane Augur
Priest - Divine Providence

- None of these abilities drain mana or power, and are cast immediately. However, there is a 10 second delay between each cast making heroic opportunities extremely difficult to pull of more than once in any one combat sitting.

After casting this initial spell or initiating the specific combat skill, an icon of that specific skill will appear on yoru screen, followed by other icons you'll need to use to continue the chain. If you don't possess the next icon, you simply aren't ready to complete the heroic opportunity……..or you may need to be in a group with another partner who happens to possess that ability.

That being said even in the early stages of the game, even on the Island of Refuge there are heroic opportunities which can be pulled off solo, or in a group. So keep tinkering around a bit and you'll find some devastating combos allowing you to drop high level opponents with ease.

Advancing the Starter Chain

When you have initially begun a chain, any misuse of the next skill will break the chain, resulting in a failed opportunity. This holds true when soloing, or in a group. So if you successfully launch an initial attack which begins the chain, ensure you communicate to other members in your group to launch the next spell which lengthens the chain. Misuse of specific skills at this stage can break the starter chain. In a group, a keymashing "newbie" can be quite a hinderance to success. Coordination and communication are key to successully executing these initial "starter" chains.

Completing a Starter Chain

Once you've fully "built" the chain in a heroic opportunity, the initial caster and/or group is presented with an option from which to launch the opportunity. A list will appear on screen allowing you to choose which opportunity you'd like to launch a common, uncommon or rare opportunity.

Completing an Opportunity of Heroic Stature

After initially launching a heroic opportunity chain, the next link in the chain, or "icon" will flash for 30 seconds. During this period you, or any member of your group who uses this skill will advance the chain.

Using an incorrect skill will not completely cancel the opportunity, however you do have a time limit in which you MUST use the next skill in the chain……30 seconds. If a specific link is not added during this period the entire opportunity will vanish, and you will need to start again.

"Shifting" a Heroic Opportunity

Each successfully built opportunity has the ability to be "shifted" to another type of opportunity. Each opportunity has a specific "shift" icon associated with it: the coin. Scouts may use combat arts with that specific "coin" symbol, which allows them to shift the current chain to a different heroic opportunity.

Posted in Everquest 2

Status Turn Ins (Eq2 interface)

June 8th, 2009

These can be turned in to the writ givers at the ramp to the castle(Qeynos Gaurd) in North Qeynos, or inside the Freeport Militia House(Freeport Militia) in West Freeport:
Blackened Iron Relic +100
Steel Relic +200
Feysteel Relic +300
Ebon Relic +400
Indicolite Relic +500
Xegolite +600

These can be turned in to the writ givers in the tree(Turrian Alliance) in Elddar Grove, or on the boat(Sea Fury Buccaneers) in South Freeport:
Paraffin Sealed Document +100
Tallow Sealed Document +200
Gel Sealed Document +300
Beeswax Sealed Document +400
Bayberry Sealed Document +500
flamewrought Sealed Document +600

These can be turned in to the writ givers in the Mage Tower(The Concordium) in South Qeynos, or inside The Academy of Arcane Sciences(Arcane Scientists) in North Freeport:
Coral Scrying Stone +100
Jasper Scrying Stone +200
Opal Scrying Stone +300
Ruby Scrying Stone +400
Star Saphire Scrying Stone +500
Moonstone Scrying Stone +600

These can be turned in to the writ givers in the Temple of Life(Celestial Watch) in North Qeynos, or inside the Temple of War(Dismal Rage) in North Freeport:
Coral Amulet +100
Jasper Amulet +200
Opal Amulet +300
Ruby Amulet +400
Star Saphire Amulet +500
Moonstone Amulet +600

Posted in Everquest 2