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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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GENERAL

  • Adding a 5 second delay between the time that combat ends and your mount re-appears.
  • Removed stat cap on critical mitigation.
  • Removed stat cap on potency.

SHADER 3.0

  • Target ring should now render correctly.

STORYLINES

  • Storyline window will now show the proper quests if you betray while partially done with the claymore storyline.
  • Level 1 characters should not be assaulted with oodles of storylines they cannot do.
  • The quest journal no longer defaults to the “active” tab when zoning.

ITEMS

  • All carpets, discs and cloud type mounts should now have glide.

LOOT

  • Drops from Hard Mode Contested fights have been improved.
  • Maalus Imbued now has a higher chance to drop the raid mount.

TRADESKILLS

  • Master Crafted items have received an upgrade to put them more correctly inline between treasured and legendary items.

QUESTS

  • Splorpy's note can now only be seen after players complete the quest “To The Great Shelf!”
  • Barker Gordon is once again willing to offer his quest, “Ham and Beans.”
  • Bentor the Mighty is now found within the sheep pen in New Halas.
  • Completion of “All That Remains” now grants the suffix title, “Friend of Herga”.
  • The quest “Little Lost Froglok” now gives a little more guidance in where to search for Splorpy.
  • Flibbit Quagmarr now has a quest icon for those ready to complete the quest “Little Lost Froglok.”
  • Flibbit Quagmarr now has a quest icon for those ready to complete the quest “To The Great Shelf!”
  • Dockmaster Waulon at the Butcherblock Mountain Docks now offers his quests to adventurers level 17 or above.
  • Thirin Veliumdelver no longer requires players to have completed “Report to Cragged Spine” to be given his quest, “Nothing To Waste.”
  • Odon Scourgeson now requires the player to have completed “Nothing To Waste” before he will offer his quest, “Whirling Ice Time.”
  • Hillfred Kinloch now requires the player to have completed “Nothing To Waste” before she will offer her quest, “Blood Spilled for the Blade Maiden.”
  • Knut Orcbane now requires the player to have completed “Nothing To Waste” before he will offer his quest, “Impish Threats.”
  • Tad Ironstein now repeats his useful information about the other NPCs at Cragged Spine if you have completed “The Nightmare is Over” or “Report to Cragged Spine.”

FROSTFANG SEA

  • Citizens of New Halas can now use their “Set Recall Point” ability.
  • Jaisen Tutwhittle no longer disappears.
  • All harvestables around Pilgrims' Landing respawn significantly faster.
  • Increased the number of Blue Manta that spawn off Pilgrims' Landing and made them respawn faster.
  • The rolling stones that spawn at Gwenevyn's Cove respawn faster.
  • The blizzard grizzlies that spawn at Gwenevyn's Cove respawn faster.
  • Increased the number of icemane cubs spawning within the Icemane Plains.

THE PALACE OF ROEHN THEER

  • 3 Sage Encounter (Challenge Mode): If the incorrect character class (according to the Idolic Stone that sage possesses) keeps agro on that sage for more than 3 secs after that sage has lost its prismatic sphere, that character will be hit by a bolt of slaying.
 

Cronyn has jumped into the fray again with some further details about why the Isle of Refuge is being removed in GU56:

Heya folks.  I wanted to clear a couple of things up really fast, if I may.

As I said, we’re not abandoning Freeport and Qeynos themselves.  The existing content that is there will not be different with this change, and we are planning even more things for the cities going forward.  Players with citizenship currently in either city will retain it – we’re not removing housing, guild halls, the suburbs, or the quests that exist there.  They will continue to be hubs for live events, and we are still hoping to add even more reasons to have you visit the two major cities of our game.

For those who do not have citizenship in these cities, we’re making the path to changing citizenship much clearer.  If you want to change your citizenship from one of the starting cities to Freeport or Qeynos, you can speak with one of the <Change of Citizenship> NPC’s, who will offer information and get you started on your paperwork to switch over.  From there, you can use the new travel system to make your way to the city of your choice, then follow the steps to change your citizenship.  The newbie content within the cities themselves will remain, so you should still have access to that content, if you choose to use it.

Also, just to be clear, there is a lore reason for this as well.  The decision to turn off the islands is a functional one, to be sure, but it is also supported by storyline, which is something I am hoping to start giving out to you here soon.  There are NPC’s in place in both cities who should actually be handing out the first clues right now on Test, so if you’d like to start piecing together what is happening, you should be able to get started.

As far as removing content – yes, the Isle of Refuge are being disabled from character select.  However, we consistently add new content to the game, and will be continuing to do so – EverQuest 2 is a much larger game now than it has ever been, and we are looking forward to expanding and adding to the world even more.

A drunken sailor has stumbled into Qeynos Harbor who, when quizzed repeatedly, produces these responses:

It’s been a long time since we’ve seen any refugees from the Queen’s Colony. Have they all been rescued?

I’m beginning to miss those young adventurers running about town, solving everyone’s problems. Good work is hard to find!

Admiral Ravensthorpe left port on the Far Destiny a few days ago. The miserable blighter refused to tell me his ship’s destination!

I’ve heard the Far Seas Trading Company no longer honors the Pact of Tserrin.

I don’t know what to tell you, mate. If the Traders haven’t found your brother by now, I’m afraid he’s probably gone to the Hold of Prexus.

In East Freeport, another drunken sailor (is there any other kind) has similar things to say, including:

I’ve heard word of a massive flotilla of ships blocking access to some of the established trade routes! Who do they think they are?! Do the Far Seas Traders have the audacity to think they own the seas?

Captain Gullham and his men left port for the Outpost of the Overlord several moons ago. Neither he, nor his ship, the Callisto Prince, has been seen since!

Thanks to Kain of EQ2 ZAM for collecting these quotes.

‘And so let it be known that we, The independent folk of Qeynos and of Freeport, in order to preserve the harmony and peace of these troubled lands, and to lend our assistance to those in need in these fearsome times, do agree to jointly and concurrently maintain a separate region, neutral and mutually administered, where those who where displaced by the cruel whims of circumstance may find refuge and safety. We declare the lands to be called the isles of refuge, and  all who seek shelter are welcome there.  Each inhabitant of these isles shall henceforth be free to choose his or her city of residence, While each city retains the right to accept or reject citizens pursuant to its own laws and customs.  To this the cities of Qeynos and Freeport solemnly agree, as witnessed by the undersigned representatives.’

- The Pact of Tserrin

Thanks to Barx from Antonia Bayle for finding this quote from Vhalen.

I have to give a tip of the hat to foozlesprite too:

We’re being fed kind of contradictory messages here:

Oh no, the trade routes are blocked!

Here, you can have a travel revamp and go anywhere from anywhere!

It does seem awfully convenient that this Lore is being offered up as an explanation for the removal of the islands. Honestly, the big issue here is not the nostalgia for these islands, although they are still pretty good content. It’s that the other starting areas all have design flaws, not enough hand-holding, confusing geography, or just plain bland quests. And Gorowyn, despite several revamps, is just not an appealing city to many players.

Also, the new character experience seems to have de-emphasized teaching how housing and tradeskills work. Nobody is suggesting these concepts be forced on players, but it shouldn’t be just optional quest givers tucked away in a corner. A taste of every style of gameplay should be given to players to embrace or reject at their choice.

 

Game Update 56 will be imbuing flying carpets, floating discs, and cloud mounts with the power to float. If you are thinking to yourself “Wait, didn’t they already do that?” read on…

Carpets, Clouds, and Discs have allowed players to peacefully float throughout Norrath, but only over flat, even, dry surfaces. As soon as the operator of these wondrous mounts attempted to traverse a vertical distance greater than 3 feet, they were suddenly rendered about as effective as concrete shoes. In short, carpets, clouds, and disc mounts have been a virtual death trap over mountainous terrain. I guess they just don’t make flying carpets the way they used to!

But wait… Kander has some news:

Carpets, Clouds and Discs having fay fall or glide should be in with 56.

 

The notes for upcoming Game Update 56 included this notation:

Many rare drops from the heroic Sentinel’s Fate Zones are now available by speaking to Kaliba Des’Sers in Moonfield Hamlet!

Once Game Update 56 was patched onto the Test Server, we were provided screen shots of some of this loot:

New Fabled Loot Vendor on Test

What’s on the Menu?

While a similar vendor was available during the Shadow Odyssey expansion, 150 void shards only gave you access to the most common Fabled drops from each zone (with the exception of the Mistmoore Battle Drums).

So this time around, the vendor is picking up all the current rare Fabled loot, but only because more powerful Fabled loot is being added to these zones at the same time. From Kander:

All of the current rare drops for the heroic zones have been added to a Manaar merchant for (Game Update) 56.

New rare drops have been also been added to all heroic bosses that will not be on the Manaar merchant. These new rare drops and the old rare drops are on separate tables, so you will have a chance at both.

You can see how a comprehensive Itemization article has been nearly impossible to write. We may resort to a Wiki or collaborative article on Itemization taking feedback from EQ2Wire readers.

 

On Tuesday, 27 April 2010, this tidbit made it into the update notes for test:

Mounts will now be temporarily suspended while in combat.

Basically, in outside zones, mounts would disapear as soon as you enter combat and re-appear a few seconds after combat ended.  This had a general negative response on the official EQ2 Forums and led to speculation on how this would effect buffs.  Gninja responded with some clarification on the matter:

You would not lose any stats or anything you would have normally had your character will just no longer be visually mounted during combat the buff remains. Think of it like when you enter water on a mount.

This led to a few pages of responses, mostly negative, about this change.  Many people were asking for a new /hidemount command. EQ2 Senior Producer  SmokeJumper decided to chime in with some additional info:

Well, I guess it’s time to stick my head in the dragon’s mouth. Here goes nuthin’.

I’ve played with the system as it is currently on Live (rather extensively). I’ve also played the system that is on Test now.

It’s basically a change about “what looks best”.

The fact is, the Live solution doesn’t look very good. Especially if you’re playing a character with radical animations, like a Monk.

Also, we already have the conceit in the game, for things like climbing and swimming, where your mount turns off/on.

Additionally, there is no way that we can add the literally hundreds of necessary anims and hunks of code to make combat look spectacular while on a mount. (At least not with our existing task load for future features.)

So, the solution is to turn off the mount while in combat. You may ask, “When does the mount off/on occur?”

1) It doesn’t happen if you’re just aggroed. It only happens if YOU attack something.

2) We’re going to massage the code a bit (soon) so that your mount doesn’t immediately pop back in until a few seconds after you destroy your current opponent. That way, if you’re not using AoEs, the mount doesn’t keep popping back in before you can switch to a new target and continue fighting.

This system allows you to continue seeing the great combat animations and makes the game more visually appealing for all players.

Regarding the “/showmount” request…that’s not something we want to do either. If you’re getting the speed boost, other players should know why that’s occuring.

Regarding a graphics option to show the mount even while you’re in combat, we’re not doing that either. This is an aesthetic decision that keeps the game more attractive for all players. The currently munged animations that occur while riding look like (well, actually “are”) a bug. Since we don’t have time to create all the extra anims required to fix that in the perfect way (which would also make it *much* harder for us to create new mounts in the future because they would need all those extra anims also), we’re going to have to go with this solution.

We fully realize this won’t please all players, but it will result in a better looking game for most players, so that’s why we’re making the change.

This led to about six more pages of people mostly against this change.  Finally, on page 11, Smokejumper jumped back in to put out the fire with this news:

Late-breaking news on this feature! Basically, we hear ya. Here’s the details:

1) Mounts will still be suspended while in combat…by default.

2) However, there will also be a new graphic option that lets you set your view of mounts to one of three settings:

a) Default (mount disappears during combat, reappearing 5 seconds after you are out of combat).

b) You never see mounts at all. (Useful in raid situations or for low-end machines that are trying to get better framerate.)

c) You always see mounts, even during combat. (Useful for folks that like the way things look now and want to continue seeing things that way.)

NOTE: The mount settings are client-only, so they only affect what *you* see, not what everyone else sees. Their view is affected by their own personal setting.

Make sense?

Commentary:

I’m very glad to see that Smokejumper has listened to the players and decided to change this.  I was worried when I saw his first response to this because it basically said, “we’re doing this whether you like it or not”.  Glad to see that our new Senior Producer for EQ2 is willing to listen to the player base and change his mind on how a feature should be implemented.  Thank you sir.  Glad to have you on board.

 

Ebik’s Missing Parts

Over on the beach where the ambassadors are you will see a Gnome named Ebik Wooblecog. If you speak to him and click through his very long story he will ask you to find his 3 missing parts… hence the name of the quest ^_^. You will have to find the following:

  • Size 7 clunker
    Copper-coated springer
    Triangle spinner

These items are rather large and kinda easy to find. The first one is located at:

Size 7 clunker is on top of the waterfall, just over the bridge. It is an area called Port View Bridge.

The second is at:

Copper-coated springer is located underwater. If you swim from the Gnome towards the starting beach you should find it. It is under water so just search between the two beaches.

The third is at:

Triangle spinner is located behind the tree house. The tree house next to the orc’s cave has big roots, and on the back of the tree between them you will see the missing part. However, the part is under a noxious cobra who is nestled in between two large roots. Kill the cobra and you can access the part!

Once you have found all 3 items return to Ebik to get the following reward:

Constructed Wrist Spanner

That’s it for Ebik, wave goodbye to the friendly little Gnome.

_________________________

Lasydia’s Call

This is second quest you’ll have where a damn shark is involved. To start the quest swim past where Bladefin spawns. You’ll see a rock with some crabs on it in front of a waterfall. Directly to the right of the waterfall is a statue of Lasydia. If you double click on it you are presented with the ability to breathe underwater and have an urge to kill the following:

  • 10 Razortooth sharks

Since you can breath underwater just go to town slaughtering the 10 sharks before the ability wears off. I think the ability lasts 15 minutes which is plenty of time to kill them. Once you kill the 10 sharks you are presented with your reward:

Castaway Sash

That is all for Lasydia… leave her alone… seriously.. put the stick down…

_________________________

Stop the Saboteurs

To start this quest you have to kill one of the named goblins on the island, either the Siege Planner, or the Goblin Warmonger. When you kill them they will drop this note in a chest that tells you to go to the beach to kill them. I’d suggest taking at least a priest or another partner to kill them. They are on the beach across from the ambassador’s beach. Once you kill them you will receive the following reward:

Exceptional Goblin Crafted Helmet

That’s it once you’ve killed them and gotten your reward move on… no poking the dead bodies with a stick…

_________________________

Xaliea’s Request

This quest will lead to the last 3 quests on the island I’m going to cover. To start the quest find Priestess Xaliea and speak with her. She will ask you to retrieve the following:

  • 3 bone chips

You can find bone chips on undead that are in the graveyard. The graveyard is in the top right hand corner of the map. Basically all you need to do is kill the skeletons until you get the 3 bone chips then return to Xaliea. She will give you the following reward:

70 Copper

    Now I know what you’re thinking… I did all that for a few lousy copper… Well yeah but go to the next quests and you’ll understand.

    _________________________

    X Marks the Spot

    To be able to get this quest you must have accepted Xaliea’s quest. Keep killing the skeletons until you get a chest with treasure map. Examine the map and it tells you to go to a tombstone next to a waterfall. The tombstone is around the corner from the orc’s cave. I’d suggest bringing a full group as this guy is nasty. Once you kill Rockbelly you will get the following:

    33 Copper

    Old Dirty Cutlass

    If you examine the Cutlass you will be presented with another task to get it fixed. Take the Cutlass to the Mender beside the banker. Pay the 40 copper and receive the real reward for this quest:

    Rockbelly’s Cutlass

    That is all for this quest… go poke some gobs with your new sword.

    Article found on everquest gold (dot) net

     

    This quest writeup is a historical document of the Isle of Refuge. This zone was repurposed/revamped in Game Update 19.

    Collection Quests

    There are two collection quests on the island. You must be level 3 to have the harvest ability to be able to complete this quest. The first collection quest is on the beach. You’ll notice some gold sparkling ? marks. If you double click them you will harvest them and get a shell. The shell ? marks can only be found on the beaches of the isle. Upon examining the shell you can add it to your collection. You need the following shells to complete the shell collection quest:

    Abalone shell
    Clam shell
    Conch shell
    Mussel shell
    Turtle shell

    After you collect all 5 of the shells, go over to the second beach where the ambassadors are and look to your right. You will see an NPC named Rivicea Goldwind. When you speak with her, tell her you have a shell collection and she will give you the following:

    Collected Shell Trinket

    That is all for the shell collection. Now on to the feather collection quest. All around the woods you will see the same ? marks on the ground. They will have one of 5 feathers. The feather ? marks can be found anywhere in the woods. You need to collect the following 5 feathers:

    Duck feather
    Eagle feather
    Falcon feather
    Sparrow feather
    Hawk feather

    Once you have collected all 5 feathers return to Rivicea Goldwind and she will give you the following:

    Collected Feather Necklace

     

    This quest writeup is a historical document of the Isle of Refuge. This zone was repurposed/revamped in Game Update 19.

    Arriving on the Island

    After you exit the tutorial and hit the beaches of the island of a refuge, you’ll need to decide your profession. Head up to Garven who is standing up beside the dock. He’ll welcome you to your new home as a “refugee”, and ask your profession.

    After answering his initial questions, Garven will request you “prove your worth” by killing one of the invading Goblins, which have suddenly plagued the Island of Refuge. Accept this quest without delay, and double click the weapons rack to grab a weapon and a few other items. Equip the weapon (likely the crude dagger) and bring up your map by clicking the “M” key.

    The troupe of Goblins you’ll need to target to complete this first quest is a foolish bunch, mindlessly sprinting towards their deaths at the hands of the powerful guards manning the west entrance of town……where the action is! Head into town and then to the NW, heading out of the main western gate.

    Run around, or jump over the wooden barricades and get a goblin in your sites, either by directly clicking on one, or by pressing tab until you have a suitable target in place. Once you have a target, run straight up to the poor sap and begin hacking away. These Goblins are extremely weak and are sure to drop in just a few hits.Once you’ve killed the Goblin, traverse your way back to Garven at the docks.

    Garven Tralk awards you with your first free bit of armor, a sturdy pair of gloves, after you declare you’ve dropped your first slimy Goblin. Throw those bad boys on your digits and head into town to visit Braksan Steelforge.

    Mr. Steelforge will be your main point of contact on the island for all Fighter quests on the Island. He hangs out at the forge just Northeast of the large tower in town. Bring up your local map by pressing “M”, and head up just NE of the tower.

    Once you find Braksan double click on him to engage in a friendly chat, ignore any pointless spouting off at the mouth, and get him to offer you a quest.

    Fighter Quest 1: Goblin Supply Raid

    Braksan asks you to head west and take out 4 goblin supply runners. On your map, on the far east of the island (turn off fog of war on your map options) you’ll notice 6 tent. If you hover over them you’ll see they are “Goblin camps”. If you can’t hover over them check off the “fog of war” option on your map so you can tak a closer look at everything. The southernmost goblin camp is the one you’ll be targeting during this quest.

    Head west out of town and navigate your way to this camp. When in range, pick out a goblin supply runner who is a safe distance away from other runners, and begin to bash his skull! Repeat this on 4 goblin runners, then head back to Braksan to collect your reward. Keep an eye on the quest dialogue box in the upper right hand corner of your screen to learn when you’ve dispatched enough of the slimy beasts.

    Braksan will reward you with a fine pair of boots for your work, he has deposited them for you at the bank which is the building located just west of braksan’s workstation. However, before you go pick up your boots accept the next quest from Braksan.

    Fighter Quest 2: Refugee Rescue

    Time to take out 5 Gruttooth Aggressors! The refugees are located just NW of the Goblin Supply Runners. Head back west through the gate and up to the location of the human refugees, lined up pathetically on a natural stone wall. You won’t be able to miss them, they are surrounded by the very mobs you need to take out for this particular quest, Gruttooth Agrressors.

    As you can guess by the name, they are indeed the first aggro mobs you’ll run into in the game. If you’re not familiar with the term “aggro” it’s MMORPG “speak” for aggressive, in other words they’ll attack you without provocation! So be careful. Only lure one Gruttooth aggressor at a time. Use your taunt skill, it’s great for this very purpose……..and pretty much required for this quest.

    After dispatching the necessary amount of Gruttooths, head back to Braksan and you’ll be rewarded with a set of Footman Leggings along with a small amount of copper. Slip the pants on, and strike up another conversation…….Braksan immediately offers you yet another quest……

    Fighter Quest 3: Striking Back at the Goblins

    For this quest, Branson needs you to collect some Flint Head Spears for him. This is the most dangerous quest by far, and it is suggested you level up to at least Level 5 to be strong enough to ensure success. Once you are confident in your newfound abilities at level 5, head up to the very northwest of the map, where you’ll see 4 tightly packed goblin encampments. YOu’ll run into “Gruttooth Brutes” at the very entrance of these camps, and be warned……they are aggressive and they also assist one another!

    Do your best to find some Brutes who have strayed from the pack and take them on 1v1. They aren’t horribly tough to defeat if you properly use your Taunt/Wild Swing special abilities. So head up north and begin taking out the Brutes. Keep a close eye on your life bar, as these initial quests are much more difficult for melee based characters opposed to mages who can take out the brutes from a distance using their spells and kiting. You’re up close and personal so you’ll encur much more damage.

    Once you’ve killed enough Brutes to collect 4 flinthead spears, head back to Braksan for your reward. After you fork over the spears, Braksan hooks you up this time with a top of the line Footman Tunic. This is far better than your current “Threadbare Tunic”. Equip the newly acquired Tunic and strike up yet another conversation with Mr. Steelforge. Time for yet another quest………

    Quest 4: Take out the Lead Orc!

    This quest is available for all races/classes.

    At this point, the in game host will notify you you are now ready to leave the island if you so wish. However, Braksan Steelforge offers you one final quest. This quest requires taking out a “Lead Orc” who is responsible for rallying all the Goblins on the Island. This specific quest requires teaming up with other players on the island, and aims to get you used to partying with other players.

    Rest assured, you have collected the necessary equipment to continue leveling on the Isle of Refuge until Level 6, Level 7. Continue exploring the Island and speak to all the various NPCs in town and North of the Goblin encampments. Many of them will provide you with other simple tasks which can result in gobs of free equipment…..jewelry, new weapons and more!

    Article found on everquest gold (dot) net

     

    This quest writeup is a historical document of the Isle of Refuge. This zone was repurposed/revamped in Game Update 19.

    Cellar Cleanup

    The Cellar Cleanup quest is the artisan quest on the island. To start the quest go to Malvonicus’ Tower and speak with Assistant Dreak. You will know who he is, cause he will be bitching about the cellar being a mess. After agreeing to clean up the cellar turn to your left and you will see the door that leads to the instanced cleanup quest. You must do the following to complete the first part of the quest.

    Move the table, chair, mirror, and bed.
    Harvest the crushed rock, and fallen log.
    Get rid of the burned barrel.

    Once you do this go back to Assistant Dreak. He will thank your for cleaning the cellar and ask you to craft a tin spike to be used in his lock. If you accept he’ll give you a bag full of the materials you’ll need to craft the spike.

    Once you get the bag with all the materials go back into the cellar, which now has all the different crafting devices. Go up to the forge and select Tin Bar. From here just hit create and let the crafting run its course. Once you have the Tin Bar, go back to the forge and select Tin Spike and again let the crafting sequence happen. Once you have your Tin Spike in hand, go back to Assistant Dreak. He will give you the following:

    Dreak’s finely crafted bracelet
    Note from Dreak

    The bracelet must be attuned then equipped. The note just tells you where to go to find out more about crafting. That is all for the Cellar Cleanup.

    Article found on everquest gold (dot) net

     

    This quest writeup is a historical document of the Isle of Refuge. This zone was repurposed/revamped in Game Update 19.

    EQ2 Allakhazam Writeup for the Isle of Refuge boat sequence:

    Step 1: Captain Varlos
    You’ll appear on the ship next to Captain Varlos, double click on the Caption to initiate a conversation. Navigate through the initial conversation, and the Captain will gradually explain where you are, how you got there, and where you’re headed.

    At the end of the conversation, Captain Varlos will ask you to go speak to his First Mate Waulon, who is located just to the NE of the captain at the back of the ship.

    Step 2: First Mate Waulon
    Waulon mentions to you he’s lost his hat, and you agree to find it. This task will teach you some of the simpler tasks in the game. Run S down the steps of the ship and head to the boxes on the wall at the other end of the ship. Search all three boxes by double clicking them, until a “loot dialogoue” pops up on your screen. You’ll see a hat. Click “Loot all”, and return to waulon with his hat. A dialogue box will pop up stating Waulon as rewarded you the “Mariner’s Charm”, click the accept button and the charm will now be in your inventory. Click “i” at anytime to view your inventory.

    After returning Waulon’s hat he requests you speak to Ingrid….she is located just down the steps to the SW.

    Step 3: Ingrid
    Ingrid details an issue she’s having with the merchant Vim on the ship. She states she desires an artifact (a piece of the “moon) from Vim, and asks you to buy it for her. Problem is you have no money. No problem time to cash in that Mariner’s charm Waulon gave you back in step 2. Head to the S up the stairs to Vim.

    Step 4: Vim
    Double click Vim, and the standard EQ2 merchant dialogue will appear. At this point, click the sell tab, and double click your “mariner’s charm” to sell. You’ll receive 42 copper for the charm.

    Now, click the buy tab. The Shard of Luclin is what Ingrid so desired, so buy it for her! At this point you’ll have 42 copper in your coffers, and the shard of luclin will set you back 36. So just double click, and it’s yours! At this point head back to Ingrid and present her with her gift.

    Captain Varlos calls you back up to the deck.

    Step 5: Back to Varlos

    Once you run back up to Varlos, the Captain will ask you to clear the ship of the rat infestation which has set upon them. This is a chance to get a little combat practice.

    Accept the task, and be sure to “accept” the splintered club the caption offers you in the dialogue box. Once you click accept hit the “i” button to open your inventory. Near the bottom of the inventory screen, double click the splintered club. This will equip the club as your main melee weapon.

    Now head down to the lower portion of the ship and target some rats for battle! To target a rat, simply click on it or click the TAB button and cycle around the different rats on the ship. Once you have one targeted, it’s time to attack! You’ll notice the action bar on the lower portion of your screen. It consists of 13 buttons, and depending on the race you chose 5-8 of them will be filled with options.

    However, for all races slot 2 will be equipped with the “melee attack” function. Once the rat is targeted, you can click this button with your mouse cursor, or simply click the number 2 on your keyboard. All buttons are bound to numbers 1-0, and the – and = keys on your keyboard. So now, target that rat and hit the number 2 on your keyboard.

    After you’ve dropped the first rat, double click the carcass to harvest it. After double clicking, “loot” the rodent meat from the putrid animal and head off down the ship to take out the next rat! After killing and harvesting the second rat, head back up to Captain Varlos.

    Step 6: Kill the Goblin

    After completing the rodent quest, a dragon type creature will attack the ship and free the goblin that was caged next to merchant Vim. Head down and kill that goblin!

    After dispatching the green menace, head back up to the Captain, he’ll congratulate you and send your on your way to the Island of Refuge!

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