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When Should I Venture OutFollow

#1 Feb 25 2004 at 6:24 PM Rating: Good
Am Palladin, Level 3. Should I stick around Freeport or venture out a bit. AC 85 etc. Do I need to join a Guild before adventuring and cripes all the guilds like me but think I am in big trouble with the Orcs. They pick on me even without me targeting them, fine I can kill them but will this come back to haunt me later on?

Question 2: Am by the Freeport Gates trying to get experience and stuff to exchange for money. Asked in two parties, and said Yes which gave party experience even in those areas. What if your buddy yells help and you are fighting and because the area is so big, you can't find them? Is there some way of finding out where they are so you can go help?
#2 Feb 25 2004 at 6:59 PM Rating: Decent
Gayle,

You may want to hang around the Freeport gates a short time longer. Probably until 5th. You can go to other newbie zones if you would like, though. Use the Plane Of Knowledge as a travel hub to get to those other places. The Everfrost newbie zone, mistythicket and Qeynos newbie zones are all good places.

Your ability to venture out really depends on how you are doing against the creatures you are fighting. That is really the limiting factor. It is good to stay close to a guild for the first few levels to put your training points into your skills...but other than that, go as far out as you wish.

When you hit 5th, head to Greater Feydark and fight the orc camps near crushbone entrance. You should be able to join groups there and do very well...although those orcs will hate you too! ;-)

At some point soon you will want to go to the Field of Bone. There is a newbie zone there and also the Pit, which you can hunt from about lvl 8 all the way to 20th or so. You will also be near Kurns tower which is where you will want to be for your teen lvls.

As for guilds? Guilds are not a necessity until much higher level. They are good for getting guidance, but you may actually have a hard time finding a guild to join at such a low level. I would not worry about guilds until you get to your higher levels. You may get an invitation to join at which point you can make the determination, but you really need to be working on learning your class, and then learning how to play your class in groups.

Regarding people shouting help...they should not shout help. If they shout help the whole zone sees the message and that is it. Shouting help is basically telling the whole zone you are about to die. Anyone in trouble and needing help should use the /help command. This will tell anyone in the vicinity (not the entire zone), the so and so "yells for help from behind you" or "to the left of you". It at least gives you a point of reference to try to help.

Hope that helps! :-)
#3 Feb 25 2004 at 7:13 PM Rating: Decent
I thought the command was: /y not /help.
#4 Feb 25 2004 at 7:48 PM Rating: Good
Yes. /yell

This gives a direction to anyone nearby so that they can find you quickly.

There are some Freeport paladin quests worth doing at your level. Although there is nothing wrong with heading over to Faydwer and Crushbone, there is also plenty of good pickings in East Commons and North Ro, both right on your doorstep.

If you feel like exploring; when you stand in the East Freeport gates and look straight out, compass heading west I believe, you will see some dead trees in front of you, follow the line of these trees due west (run of course, don't dawdle) and you will come to the zone line for East Commons.

You will see some huts and around these are some guards. This is a good spot to hunt spiderlings and other mobs that wander out of the woods to take a look at the desert. As you rise in level you can work your way deeper into the Commons.

It is similar from West Freeport gates, head south and you zone into a similar situation in North Ro, here you will quickly bump into high level characters hanging around the NRo wayfarers camp.

Just be aware that the prgression of mobs to harder levels is quicker in North Ro, so if you wander south too far you will strike some nasty skeletons or desert madmen who will not be very friendly to you.
#5 Feb 25 2004 at 11:14 PM Rating: Decent
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Might I suggest that you stay close to Freeport a little longer. In addition to having mobs that are just the right level for you to kill...in addition to having places close by where you can sell your loot or run for help...many of the things that you need for your newbie armor quest will be right there.

There is an NPC probably right near your guildmaster who...when hailed...will ask if you are a paladin (or something to that effect). When you tell him that you are, he will mention something about armor. Ask about the armor, and he will give you a container for making your newbie armor, and continue to talk to him with the words he mentions in brackets [keyword in here] and he will tell you what you need to combine to make each piece. Doing the newbie armor quests is a great way to get experience early on, and an excellent way to get equipped without spending much money.

Oh, and by the way...I think the Orcs hate everyone. Not sure on the evil races, I've never played one, but they definitely hate all the good races.
#6 Feb 26 2004 at 3:37 AM Rating: Decent
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Might I suggest that you stay close to Freeport a little longer. In addition to having mobs that are just the right level for you to kill...


hmmm... and in my opinion there is no need to stay where you are. just explore. reason being, that before lvl 9, nothing happens to you if you die. you simpy get ressurected with your gear and no experience loss Smiley: smile after lvl. 9/10 thats a different story, but until then, just do as you are pleased.

another reason for exploring is, that your innate skills (which you can not train at your guildmaster!) like offense, defense will go up faster when you actually fight/get hit. better even, if more mobs hit you (the more hits, the more chances to get defense up quickly).

Smiley: twocents
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#7 Feb 26 2004 at 5:04 AM Rating: Good
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another reason for exploring is, that your innate skills (which you can not train at your guildmaster!) like offense, defense will go up faster when you actually fight/get hit. better even, if more mobs hit you (the more hits, the more chances to get defense up quickly).



Slight logical flaw here. If you wander into areas where the mobs just kill you outright instead of you having a decent fight then you won't get skill ups in defence or offence because the fight will be over too fast.

Also while it is true that dying doesn't matter below 10 it is a really bad habit to get into for a new player. Better to learn caution or cunning than wander about carelessly in my opinion.
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#8 Feb 26 2004 at 5:12 AM Rating: Decent
My personal choice, as a n00b myself is Qeynos.

I love the Qeynos and the Qeynos hills zones for leveling :)
#9 Feb 26 2004 at 5:23 AM Rating: Decent
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Slight logical flaw here. If you wander into areas where the mobs just kill you outright instead of you having a decent fight then you won't get skill ups in defence or offence because the fight will be over too fast.


you are absolutely right, if you get killed to quick, then there is no gaining skills. with my first character (and before I knew about allakhazam) I was too cautious though, never wandered off from the newbie area and after level 10 exploring was a tad more difficult...

Quote:
Also while it is true that dying doesn't matter below 10 it is a really bad habit to get into for a new player. Better to learn caution or cunning than wander about carelessly in my opinion.


In a way I have to agree. And it defintely is not a nice habit. With my second char I simply exploited the system though using the ressurection. Instead of sitting around waiting for your health to go up, you simply get killed. one may argue - but as it is limited to below lvl 10 anyway...
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#10 Feb 26 2004 at 6:36 AM Rating: Decent
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Asked in two parties, and said Yes which gave party experience even in those areas. What if your buddy yells help and you are fighting and because the area is so big, you can't find them? Is there some way of finding out where they are so you can go help?


Sounds like you are grouping with someone then running off and doing your own thing. Usually when you group with someone, the idea is to stay together and team up on the same monster, which allows you to tackle harder monsters. The other person was probably like "where the hell does he keep running off to"
#11 Feb 26 2004 at 8:45 AM Rating: Decent
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The progression that has worked for both of my characters is below. I don't know if I have the levels exactly right, so just more to the next when most things con green, or you can't find a dark blue con easily:

Queynos and Queynos Hills 1-5
Blackburrow or Field of Bone 5-10
Kurn's Castle 10-15
Paludal Caverns 15-25
High Hold Keep absement 25-30
Dawnshroud Peaks 30-35
The Overthere or the Dreadlands 35-40+


Paludal gives a 13% experience bonus and has a lot of mobs. HHK also has lots of mobs, but both are heavily camped so you have to be patient finding a group and be wary of Kill Stealing (KS). Split Paw also gives a 13% bonus I believe. You can throw in other areas to avoid boredom. If you have the LDoN expansion, I highly suggest going there at lvl 20 and above because the experience, loot and fun are all pretty good in them. Plus, you can begin earning adventure points for some very nice items.

This is a good resource for the various levels...I have a copy printed out in my ever-growing reference notebook (yes, I am an EQ Uber-geek).
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