Friday, November 6, 2009

Get behind the lake behind northshire

  1. First fly to Morgan’s vigil in the burning steppes
  2. Go to the far southwestern corner of burning steppes
  3. You should find some rocks that you can climb up, climb them and if you see green grass you’re almost there.
  4. Jump down, i would suggest using using noggenfogger elixir, from the thirsty goblin questline that you get from marin noggenfogger in gadgetzan. just keep drinking them and once you get the “you feel lighter” buff jump down, because it doesn’t last long
  5. Now you are in the water behind norhtshire.
  6. If you go all the way to the west you will find a place where the water just stops. you can do all sorts of fun little tricks with this, like swimming in the air if you go on the ledge and then swim. or you can fall through water if you swim of of the ledge( you should have your hearthstone ready if you do this because so far I haven’t found a way to get out).
  7. Thanks for reading about this and i hope you amaze all your friends!

    ok the pointer on the map is where the rocks are

 

 

 

swagvault

Posted by lulu at 05:11:39 | Permalink | No Comments »

Friday, October 30, 2009

Swagvault AION NA/EU Beginner’s Guide – Chapter I

I. Introduction

Unlike WOW, AION is a war game rather than raid game. In terms of equipments or quests design, AION is inclined to PVP rather than PVE.

II. Most Concerned Issues — Class Selection

Players who care about PVE, may ask which class can easily level up?
Players who care about PVP, may ask which class is relatively powerful?
So class selection is one of cutting points when beginners start to play AION. Personally, selecting the class should change modes of thinking.

Generally, players pay attention to skill balance among classes in WOW. In fact, the class balance in Korean games is below expectations at all time. Therefore AION adopts the idea of “vanquish”, e.g. Ranger can vanquish Sorcerer, Templar can vanquish Assassin, etc. The class balance in Korean games is far less professional than that of games in USA and Europe, so is AION. Personally, even the most powerful individual definitely cannot play excellently. NC advocates team balance. Although Ranger can vanquish Sorcerer, there is always one class that can vanquish Ranger in your team. Relative balance can be realized, when the scope is shifted from individual to team. Accordingly, class balance issue is transferred into team composition issue, meanwhile it can also stresses the importance of teamwork. Taking advantage of the new game idea, Korean has tactfully compensated for the weakness in game design.

Beginners must accept the new game idea as soon as possible and should realize that team composition cannot be ignored during class selection. Under a reasonable team composition, individual may coordinate personal preferences and strengths; members can foster strengths and circumvent weaknesses and also can help each other. The growth in AION is the running-in process with the team. Individual cannot conquer other classes in AION, but your team may achieve the goal. In the future, the enemy will rarely praise that how tough someone is in your guild, they will admire your powerful guild.

III. Most Concerned Issues — Equipment Issue

The analysis of equipment can help beginner to understand the core of game.
Take Golden Equipment for example, the followings are the same level ranked in order of excellence:
1 Abyss Golden Equipment
2 Crafting Golden Equipment
3 Golden Equipment acquired from Outdoor Bosses & Raid Bosses
Likewise, difficulty level in obtaining items also follows the above order.

NC think that PVP is the most challenging technical behavior. Equipments exchanged by abyss points, which are obtained through PVP, must be the ultimate.
The crafting master ranks the second. Depending on abundant funds and good luck, an ordinary person still cannot do it.
Grinding mobs is the lowest, so equipments obtained through this are the worst.

Obviously, AION is inclined to PVP rather than PVE.

In addition, equipments could be taken off from Boss in AION, but drop rate exists. The Golden Equipment may not drop although you try several times. Grinding mobs is the lowest, but it may take away large amounts of time and energy.

I can understand that most casual players grind and hunt outdoor boss just for fun. I just want to set forth the game’s development trend. Players need different equipments to continue gaming in different levels. The equipments in PVE have played an important role in the transition for a long time. The energy put in PVE needs continuously adjustment.

IV. Most Concerned Issues — Grabbing Resource

The shortage in resource exists in games of NC all the time, AION is no exception.
The number of mobs are not enough to meet the number of players and the drop rate of equipment is low, players should fight to grab everything. Because of the large expense, it is difficult to make ends meet. Players should grind hard early, then you will be a bit easier to survive in the future.

Beginner must make adequate psychological preparation for playing in AION. Because AION is not only a war game, but is a brutal war game. Ability to survive in leveling up actually is the first hurdle for every beginner.

In conclusion,
I. We help beginner select class, so as to help them foster right idea suitable for AION and remind them that team cooperation is the key to survive in AION.
II. We help beginner analyze equipment, so as to help them understand that AION is inclined to PVP.
III. We help beginner analyze resource, so as to make them mentally prepared to face impending challenges.

If the mentioned aspects are analyzed clearly, it is easy for beginner to understand the decisions made by decision-makers of guild in each section.

(So if you need the Cheapest, Fastest AION Kinah,AION CD-Key & AION Time Card, Secure AION Powerleveling just buy here!)

swagvault

Posted by lulu at 03:21:48 | Permalink | No Comments »

Friday, October 16, 2009

Group Leveling – Random People Edition

After a frustrating night of banging our heads into the brick wall that is Ivar, the regular group that I play with decided that they wanted a night off, so I went in game with an alt. It’s very important when you’re trying to level as a group not to get too far ahead of the other members of the fellowship. Since I was already 1 level ahead of some members, and alt was the only way to go, as much as my Warden may have been calling to me!

While I was running around North Downs, I saw a message in LFF asking for more fellowship members for Tending the Glade. Well, I decided to go for it, and joined up with a great group of people. We ended up doing Tending the Glade, as well as Defence of Treslebridge and a few other North Downs quests while we where in the area.

The one thing that I like about LOTRO, as I’ve mentioned several times before, is the quality of the community. People are always willing to help you out, I’ve never had anyone drop group the minute the quest was completed, and people are always willing to help you out if you have a couple of quests that you need help with.

So we ran around southern North Down, killed some goblins and orcs, and I got used to playing my guardian again! Even managed to throw out a Cor Pethroni invite while we where at it.

Thank random group of people!

 

See you in game!

swagvault

Posted by lulu at 04:36:50 | Permalink | No Comments »

Sunday, September 27, 2009

Rogue: Making a autotargetting Sap


Sap is not spammable anymore , boohoo. Well, here is your solution!

Simply make this macro:

#showtooltip Sap
/targetenemy
/cast Sap

Spam this in arena, and it will sap anything stealthing around you (it targets it and saps it).
This also works in BGs, but because of the great many people around you, the /targetenemy may screw things up.

swagvault

Posted by lulu at 04:43:32 | Permalink | No Comments »

Friday, September 4, 2009

Age of Conan money tips

First of all if you want to make cash in Age of Conan you should grind alone. It’s best way to obtain wealth and gold. Of course this type of playing can be really boring and frustrating, but HEY I WANT TO TALK ABOUT BEST WAY TO BE RICH! That’s all :-). Well, of course you can play in a group, but the reality is that most gold making activities are done solo. Of course in party you can kill more monsters, but party is never so fast to kill 5 x more monster in the same time as you can solo. If you’ve got doubts, just test it. 

 

he can cast powerful AoE (area of effects) spells. Other classes are ok, but they are not-so-good-like-good-ol-Demonologist. Second place has Necromancer with his undead minions. Playing solo, you get every drop. In a group, you need to roll for every item, so in fact, if you are unlucky you can get NOTHING.

Like in other MMORPG, like World of Warcraft, Warhammer Online or Lord of the Rings Online -You should gather all items, and sell most of them on Auction House. You can find Auction House in every big city in Age of Conan. Well, Auction House strategy in AoC is complicated thing, so I just write something next time, but you should know that Auction House can be 80% of your gold income. Most valuable items are blue and purple (epic) items, but you can also sell green ones. White items you should sold to vendors.  I suggest to pick enormous price for these ones. If nobody buys it, you can always list it again, so you shouldn’t worry about that. You should be like guy without MERCY. Only gold and money ;-). If you are tough while doing business, you will be rich player.

Posted by lulu at 05:31:22 | Permalink | No Comments »

Thursday, July 30, 2009

tips for returning assasssins

Here is a short guide/information that I have put together so people have easier time adjusting to 1.5 reality.

Combo mechanics
You have to “land” every combo “step” in order to deal 100% damage. If you miss one combo step you will see one of combo’s “arrow” light up red. Missing a combo step will apply penality of -5% damage.

Game mechanics
Dubble tapping and using active block no longer gives buff
Dubble tapping backwards puts evade buff on cooldown

Combo steps
Combos got their steps reduced.

Combo changes
- Lots of cooldown changes
- Grim corruption and Slow Death Strikes combo tiers now share cooldowns (example: using GCIII will put also put cooldown on GCII)

Grim corruption
a) it applies snare
b) it applies debuff. Debuff type is dependant on stance in which GC is applied.

Feat changes

Lotus tree
a) Flesh rot - adding points will also add damage to corrupted backlash, it is instant now, can be used while moving (upgraded)
b) Blindside - it now deals more damage and drains more stamina from your target (upgraded)
c) Lotus weapon - it now always proc, does more damage (upgraded)
d) Swift ending - it now proc sooner (uprgraded)
e) Lotus overdoes - it no longer applies any penality (upgraded)
f) Furry of blows - longer duration (uprgaded)
g) Assassination - bigger bonus (uprgaded)
h) Corrupted body - it adds protection bonus on damage (reworked)
i) Curse of Lotus - limited to 12 targets, no casting time, instant (upgraded)

Corruption tree
a) Unholy Strenght - it adds 5% damage intead of 10% (nerfed)
b) Life leech - it heals more (upgraded)
c) Unholy armor - gives 50% bonus to your armor (changed, nerfed)
d) Death’s gaze - it is instant now (upgraded)
e) Avatar of death - duration is 15s now from 20s (nerfed)
f) Seeds of corruption - it applies debuff for HP regeneration, if GC is used the seeds will “explode” and deal instant damage (reworked)
g) Lunge - it now adds 70% weapon damage, 20s cooldown (reworked)
h) Burden to bear - applies armor debuff, more points give higher chance to proc (changed)
i) From the darkness - it stuns, captures soul shard (changed)

General tree
a) Quick recovery - adds stamina regeneration (reworked)
b) Excellent balance - needs only 1 point, 1 m cooldown (changed)
c) Lethality - adds weapon damage, poor choice for assassins (new)
d) Agile mind - it is now clickable, each point added reduces its cooldown from 9 to 3 (reworked)
e) Ambush - it no longer gives damage boost (nerfed)

Combos usefull in PVP and PVE
Swift Strikes are still our bread and butter,
Slow Death Strikes deal a lot of damage,
Grim Corruption mainly debuffs target

How to use combos in typical PVP/PVE encounter
1) Apply debuff (Grim corruption)
2) Apply slow death strikes
3) Use swift strikes

PVE Leveling speccs

Lotus/general - snurl.com/n7hpp

Corruption/general - snurl.com/n7hr7
note: when close to lvl80 feel free to drop second wind for from the darkness

There haven’t been any great changes to assassins. It safe to say that your experience and “feel” of this class will remain mostly unaffected in 1.5.

 

swagvault

Posted by lulu at 04:54:08 | Permalink | No Comments »

Thursday, March 26, 2009

Atlantica new skills:Added Musician and Beserker

Atlantica new skills:Added Musician and Beserker is coming,enjoy your game!

Numbers and respective meanings in order:

lvl(of skill), damage, mana cost

(I’m assuming number in parenthesis is damage/mana for PVP only)

Sword: Chaos Blade, Row Attack, deals 120% damage to seth/brutal’d enemies, meelee range

20 -937(-1294) 215(268)

40 -1397(-1814) 315(388)

60 -1857(-2334) 415(508)

90 -2547(-3114) 565(688)

Spear: Flame Spear, T-shaped (hits meelee range, hits mercenaries to left, right, and behind the target)

20 -1161(-1289) 230(268)

40 -1541(-1909) 310(388)

60 -1921(-2529) 390(508)

Gun: Shot Gun, Cross Shaped, deals 120% damage vs enemies with prophet debuff, DI, or smoke bomb, not sure if it stacks on the damage bonus with every extra debuff or not)

20 -1344(-1232) 195(440)

40 -1864(-1792) 295(640)

60 -2384(-2352) 395(840)

Bow: Piercing Arrow, I have no idea how this works, but due to the low numbers, I’m assuming AOE, not sure if DOT or any other features. CONFIRMED TO LAST MANY TURNS

20 -1023(-1042) 203(440)

40 -1363(-1402) 303(640)

60 -1703(-1762) 403(840)

Staff: Flame Shot, Confirmed to be 3 cooldown, 2 turn duration, AOE nuke

20 -1059(-718) 705

40 -1279(-1158) 1005

60 -1499(-1598) 1305

Axe: Bloodlust or something, confirmed to take effect when Main is under 50% health [Passive]

lvl, Magic Def+, Attack+, Mana Cost per turn

20 59 401 185 (268)

40 79 781 285(388)

60 99 1161 385(508)

(If you manage to raise your skill past 60, it becomes 100%, meaning the buff is always on I guess)

Cannon: Confusion Cannon AOE debuff, not sure of other specifics on duration/CD. (Combo Rate- is supposed to work like a reverse seth’s will/Brutal will)

lvl, Damage, Defense-, Combo Rate-, Mana Cost

20 -209 (- 196) -965 (- 720) -10 162 (440)

40 -329(-276) -1455(-1110) -12 222(640)

60 -449(-356) -1945(-1500) -14 282(840)

Staff: Mana Shield, passive like Monk’s Shield of Protection

lvl, Health+, Mana Cost

1 100 300(370)

20 290(233) 395(427)

40 490(373) 495(487)

60 690(513) 595(547)

Elementalist: Freezing Atmosphere, AOE, duration/CD unknown

lvl, damage, Defense-, hit, mana cost

20 -624 (- 614) -616 -9 324 (452)

40 -944 (- 734) -896 -17 444 (612)

60 -1264 (- 854) -1176 -25 564 (772)

NOTE: I don’t know what ?? Means, but it translated into “hit” in babel fish. this is NOT combo rate, and it is NOT Attack power, so I have no idea what its supposed to mean.

Musician Death Scythe: Special conditions must be met to use this skill, conditions unknown.

lvl, Damage, Manacost

20 -2330 519(20)

40 -3730 539(40)

60 -5130 559(60)

(WTF DAMAGE?)

Musician: Melody of Ruin, Assumed to be AOE

lvl, damage, manacost

20 -328 (- 144) 135 (275)

40 -568 (- 264) 195 (475)

60 -808 (- 384) 255 (675)

Musician: Melody of Madness, Assumed AOE

lvl, Damage, Defense -, “Repitition”, Manacost

20 -320 (- 404) -417 (- 76) 0 305 (364)

40 -420 (- 724) -425 (- 104) 0 405 (484)

60 -520 (- 1044) -433 (- 132) 0 505 (604)

Repitition value remains 0, and I have no idea what it stands for.

Musician: Requiem - Confirmed 3 turn duration, 2 turn cooldown AoE spell, most likely will cancel out Deep Insight and Confusion Cannon

Level 20 - 228 damage, 720 DEF reduction, 192 ATK reduction, 135 mana cost

Level 40 - 368 damage, 1110 DEF reduction, 352 ATK reduction, 195 mana cost

Level 60 - 508 damage, 1500 DEF reduction, 512 ATK reduction, 255 mana cost

Beserker: Body Cut

Level 20 - 440(402) damage, 127(177) mana cost

Level 40 - 640(562) damage, 167(297) mana cost

Level 60 - 840(722) damage, 207(417) mana cost

Beserker: Murder Impulse (buff skill, likely to be Seth-like in its nature, or possibly Shooting Stance-like)

Level 20 - 437 ATK, 9 accuracy, 324(268) mana cost

Level 40 - 857 ATK, 17 accuracy, 444(388) mana cost

Level 60 - 1277 ATK, 25 accuracy, 564(508) mana cost

Beserker: Spiral Cut / Bloody Rampage

Level 20 - 925(782) damage, 345(268) mana cost

Level 40 - 1425(1342) damage, 445(388) mana cost

Level 60 - 1925(1902) damage, 545(508) mana cost

I see that all of these mana costs are surprisingly high (especially for passives) so either Witch Mana Recharge is going to be real useful real soon, or they don’t translate literally.

Posted by lulu at 08:28:55 | Permalink | Comments (1) »

Thursday, February 26, 2009

LotRO: Hero’s Guide to the Lone-lands

Codemasters has released an entry in their “hero’s guide” series of articles for The Lord of the Rings Online, this one centering on the Lone-Lands, home of Weathertop and many other dangerous locales.
The detail are as below:
From the edge of Bree-land in the west to the verge of the Trollshaws in the east, the hills and swamps of the Lone-lands bear the ruins of kingdoms long dead. This land’s long history of war and woe has cut deep scars into its landscape and its people. The lonely road that gives the region its shape and purpose today is desolate at best and dangerous at worst. Even the road is a ruin from another time, passing beneath noble stone and broken rubble on its way from the civilization of Bree-land to the perilous woods of the Trollshaws and beyond.

The most regal and prominent of the Lone-lands’ many ruins rise above the road like a symbol of the land’s sad legacy: Weathertop. Once known as Amon Sûl, it was a proud tower of vision and vigilance, but it fell in battle and sat derelict in the wild until now. Today, countless Orcs prowl through the place’s rubble, and the few Rangers who defend it cannot often deter them.

Far along the road in either direction, the shape of Weathertop stands stark against the sky, like a head wearing a battle-worn crown, reminding travellers and adventurers that the hills beneath their feet were once walked by kings and heroes - and may be again. Travellers in search of safe passage through the Lone-lands are wise to stick to the road, but it’s the accounts of those timid souls who travel only via the road that feed the region’s reputation for somber desolation and wide, bleak hills. Off the road, to the north and south, the Lone-lands hide rivers and bogs, breathtaking landscapes and sprawling ruined castles. But as you travel off the road, you venture toward ever more fearsome foes.

The darkest corner of this land hides an enemy so fell and terrible it chills even a Wizard’s blood.

A History of Strife and Sorrow
On its face, as a borderland region of quests and monsters for up-and-coming adventurers on their first steps away from the relative safety of Bree-land, the excitement of the Lone-lands seems to stem from enjoying a change of scenery and tackling higher-level foes. Like so much of Middle-earth, however, its current threats have deep roots in its long history. Your adventures are part of a larger saga hinted at by ruins and shades throughout the Lone-lands and revealed in part here.

The East Road runs through the Lone-lands like an artery, and it has served more than one ancient kingdom as highway and borderline. Thousands of years ago, it connected the Dunedain kingdom of Arnor - sister kingdom of Gondor - to Rivendell, the Misty Mountains, and lands east. It intersected the North-South Road (now called the Greenway) near the heart of Arnor, where Bree stands now.

Soldiers and knights stationed at the Tower of Amon Sûl - built on Weathertop, the highest of the Weather Hills - kept watch over the East Road from their high vantage point. Amon Sûl, in those days, lay well within Arnor’s borders and housed a palantir, or seeing-stone, like the kind kept now at Isengard. With it, this land and its leaders could communicate with the far-off Arnorian capital of Annuminas. This created an era of security and nobility for the Lone-lands - few remnants of which now remain, save for the ruins of Amon Sûl and the Last Bridge.

 

 

Older even than the ruins of fallen Rhudaur that mark hilltops across the Lone-lands, the ancient Last Bridge stands as the sole safe crossing over the River Hoarwell and east into the Trollshaws.

As you cross the Lone-lands, notice how different Weathertop’s ruins look from those scattered elsewhere in the region. The scale and precision of the stonework of Amon Sûl is unmatched by the lesser, later keeps and castles. When you reach the easternmost edge of the Lone-lands, then, take special notice of the Last Bridge, another rare relic of Arnor in this area.

Long has the Last Bridge stood on this, the only safe crossing of the Hoarwell (called the River Mitheithel by the Elves). It has endured millennia of wars and neglect. Many have walked these stones - ancient kings and savage armies, Elf-lords and Nazgul - and now your hero has that honour as well.
A Time of Warring Kingdoms
Just over two thousand years ago, in a feud over rights of succession, Arnor was broken into three kingdoms. In the west formed the kingdom of Arthedain, from which Aragorn claims his birthright. In the south sat Cardolan, whose princes lie buried in the Barrow-downs. In the east plotted Rhudaur, who would bring ruin to the land. Weathertop stands where the borders of these three kingdoms met.

Before long, Rhudaur’s royal line of Dunadan kings died out. In their absence, a tribe of Hill-men in league with Angmar to the north won that throne. Under their rule, Rhudaur consorted with the Witch-king’s minions to defeat both Arthedain and Cardolan. It was in these wars that Weathertop fell, along with many other fortresses across the Lone-lands.

 

 

 

Long ago, the Hill-man chieftains of Rhudaur allied themselves with the forces of Angmar.
Descendants of those chieftains scheme against the Free Peoples even now.

When the armies of Gondor came north and broke Angmar’s hold on the former lands of Arnor, they broke Rhudaur’s forces, along with those of the Witch-king’s. To this day, Rhudaur’s vassalage to Angmar has left its descendants dwelling in shadows and mires.

The Lonely Road
Today, a mix of refugees, travellers, and intruders people the Lone-lands. Some come to trade with local folk, a few venture here to seek adventure or treasure in the ruins, and others hope only to cross the land alive.

Travellers along the road from Bree-land know they’ve reached the Lone-lands when the hills fade from green to brown - and when they catch sight of the Forsaken Inn. Last of the country inns that once stood between Bree and Rivendell, it’s a glum place with a broken roof and scant pride, run by a woebegone innkeeper named Anlaf. Still, the Forsaken Inn promises a warm fire, a Stable-master, a mailbox, a few merchants, and cheap swill, all of which are uncommon luxuries in the Lone-lands.

 

 

 

The glum great hall of the Forsaken Inn marks the edge of civilized lands for most
Bree-land folk - and the next step on the road to adventure for a brave few.

The Forsaken Inn also serves as a vital meeting place and trading post. Out front, the outmatched constable, Bram Ashleaf, seeks sword-arms willing to confront the invading Goblins. Inside, the great hall houses a motley collection of both schemers and good-hearted folk looking for ready adventurers to help them get rich or just get by.
Some of these folk hail from Bree-land, while others come from a local tribe of Men called the Eglain. Peaceful but imperiled, the Eglain are rustic vagabonds who live off the land and its ruins, trading antiques and artifacts for wares from Bree and beyond. It’s the Eglain who maintain the fortified haven of Ost Guruth, north of the East Road about halfway between Weathertop and the Last Bridge. It’s the only safe place for commerce, mail, and a Stable-master between the Forsaken Inn and the Trollshaws.

 

 

 

The Eglain have made a home for themselves amid the ruins of Ost Guruth,
a place of some simple comfort in great need of sword-arms and honest hearts.

The region’s long, ope n border with Bree-land in the west allows adventurers to wander in from the Midgewater Marshes - and Orc-kind to sneak out into the Far Chetwood. (Strider crossed this open border with Frodo and the Hobbits to avoid the eyes on the road.) Orcs bearing the mark of the White Hand have come to ruins and valleys all along the road. Trolls have crept from the nearby Trollshaws into the marshes of Harloeg, south of the East Road. Even treacherous Dwarves of the Dourhand clan have claimed a cluster of local ruins, where they dig for treasures from the vanished kingdoms.

But not every newcomer is an enemy. Rangers from the north have quietly come in Strider’s wake to disrupt the Enemy and protect the honour of Amon Sûl. One particular and unexpected pilgrim in the Lone-lands has come to rally the free folk and organise a new defense against the evils gaining strength amidst the Rhudauran Hill-men. He is the Wizard called Radagast the Brown, and even he fears the dreadful plans that Angmar may have for the Lone-lands now.

Battles for the Lone-lands
From the Forsaken Inn to the Last Bridge, the Lone-lands brim with danger. Varied foes, with varied goals, lurk in the shadows and swamps off the East Road, and while they do not all serve the same masters, they all oppose the Free Peoples. There are many serpents to behead before the Lone-lands can be counted safe.

Don’t tarry long in the Lone-lands before you seek out Candaith, a Ranger camped near the western foot of Weathertop. He’s been watching the White Hand Orcs, come recently from the south, and has troubling news of their visits to the top of Amon Sûl. He needs a fellowship to help him retake Weathertop.

 

 

 

Half-orcs and goblins, whose shrines to their wicked lords exude a menacing dread,
now claim many of the ruined keeps and castles in the Lone-lands.

Expect to make several trips into places like Minas Eriol, hidden in a canyon south of the Forsaken Inn, where goblins and Wargs dwell amidst ancient ruins above a pit of nesting spiders. That’s the retreat of the goblin war-chief Nishrûk, who brought his hordes out of the north only for the Orcs of the White Hand to press them into service.

Near the eastern edge of the region, two great swamps stretch away from the East Road. To the south sprawls Harloeg, its woods teeming with trolls, its deepest ruins haunted by the tortured shades of Arthedain soldiers and ruled by undead bog-lords. To the north, just below Ost Guruth, squat Haragmar and - beyond the Red Pass - the gruesome swamps of Agamaur and Garth Agarwen, where the last of the Hill-men of Rhudaur dwell amongst twisted spirits and walking dead.
Though they no longer bear the full force of Angmar’s armies behind them, the Hill-men work in league with rare evils - including the wight-raising Gaunt-lord and servant of Angmar called Ivar the Bloodhand, who you may have encountered earlier in the Great Barrow or in Skorgrím’s Tomb. This tortured ground is what drew the Wizard Radagast to Ost Guruth.

Haragmar, Agamaur, and Garth Agarwen bore witness to many bloody battles in the wars between Arthedain, Cardolan, and Rhudaur. Countless warriors, from each kingdom, bled for the ground guarded by these Arnorian and Rhudauran strongholds. The swamp ran red.

But the land was not home only to Men. A woman called Naruhel, who dwelt there in the lands near the Hoarwell, heard the cries of dying soldiers and saw the blood spilling from their broken bodies. She was a River-daughter - kin to Goldberry, the maid of the Withywindle in the Old Forest - and River-daughters share a bond with their lands. The suffering on her banks broke Naruhel’s heart, leaving her and her lands vulnerable to the corrupting influence of Angmar.

Over time, her spirit twisted into a cruel and vile parody of life and love, stained red as blood and black as a bruise. The swamp twisted with her. Even the trees and the water of her homeland now hunger to add more bodies to the mire.

She is the Red Maid now, and her power is but a taste of what Angmar has in mind for Eriador. Radagast is determined to save the birds, beasts, and folk of the Lone-lands from the sad fate of Agamaur, but he cannot do it alone. He needs resolute souls ready to band together to brave the bloody swamps, fight through the Hill-men stronghold, and vanquish Ivar and the Red Maid.

Tips for the Lone-lands
From boars and birds, goblins and Orcs, wights and spiders, the Lone-lands teem with monsters and solo quests suitable for characters of level 15 to 30. Keep your Quest Log full, and you’ll find it easy to complete two or three quests at a time by, for example, hunting Wargs and lynx on your way to and from gathering Orc-sword trophies. It’s worth the risk to take the road east to Ost Guruth early, around level 20, and get started on its quests, which involve sites and enemies both east and west.

Dramatic fellowship quests abound here. From simple expeditions to slay Elite monsters - like the trolls of Harloeg - to the retaking of Weathertop, to the sprawling instance of Garth Agarwen, the Lone-lands offer challenges and rewards for fellowships up to level 35 and beyond. Seek out Gandalf the Grey in the Prancing Pony, or Radagast the Brown at Ost Guruth, prior to level 26 to begin the epic quests of Volume I, Book II: The Red Maid.

Posted by lulu at 03:06:43 | Permalink | Comments (1) »

Tuesday, September 9, 2008

World of Warcraft Tips

New to World of Warcraft? Feeling a little lost? Well, look no further. Simply remember these useful tips and you’ll be on your way to a richer and more rewarding World of Warcraft experience.

Tip #1 - Read your Quest Log

Do not ask for quest directions until you have completely read the quest. Asking players for directions without first doing so can often result in a hostile response. Your Quest Log generally contains all the information you could ever need to complete a quest. This, combined with the new minimap features has made questing extremely easy. You can access your Quest Log by pressing the “L” key.

Tip #2 - Use the minimap!

The new minimap features have made it an extremely useful tool. It displays nearby quest NPCs and objects as well as available flight paths. You can also use it to track important NPCs such as Innkeepers, Auctioneers, and Bankers. Be sure to check your minimap often while questing.

Tip #3 - Use the Town Guards

Can’t find something while in a major city such as Ironforge or Orgrimmar? Speak with one of the many town guards for directions to class trainers, inns, auction houses, etc. A flag will appear on both your minimap and world map displaying the location you seek.

Tip #4 - Use Auto-Run

Got a long trip ahead of you? Press your “Num Lock” key to engage/disengage auto-run. You should now have a little more freedom to manage your inventory, check your quest log, or simply chat with some friends.

Tip #5 - Choose your professions wisely.

You can only learn two primary professions. Primary professions are broken down into two categories, gathering and production. If you intend on learning a production profession such as blacksmithing, you will want to pair it with the appropriate gathering profession. In this case mining would be the best fit. Having a gathering profession is also an excellent way to earn some gold on the auction house.

Tip #6 - Addons are your friends.

One of the best things about World of Warcraft is it’s customizable user interface. You can download addons for World of Warcraft that enhance almost every aspect of the game. Class specific addons can even make playing your character easier and more efficient. Regardless of your needs, addons are a must have for any WoW player.

Posted by lulu at 09:10:23 | Permalink | Comments (1) »