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advantages and disadvantages of each faction.
10.1.1 Dwarves
Advantages
- Gate potion Quest, cheap and time-saving
- The easiest faction to get because all players begin at apprehensive faction
- Ring Quests
- Shawl Quests
Disadvantages
- Worst quest armor in Velious
- Bossmob Dain is not an option for hunting (there goes the Belt of Dwarfslaying)
Raising Dwarf faction:
The easiest way to raise this faction is to kill Frost Giants and Drakkel Dire Wolfs.
There are many of these in the Great Divide and in the Eastern Wastes. Only
the Frost Giants in Kael give Dwarf faction. King Tormax and a few other giants
will also give Dain Faction. A player can also deliver Giant Helmets at Icewell
Keep to get your faction by quests. Deliver four of them at a time to Chamberlain
Krystorf.
10.1.2 Giants
Advantages
- Best melee armor quests
- Belt of Dwarfslaying Quest
- Gauntlets of Dragon Slaying Quest
- Coldain Skin Boots and Gloves as money source
Disadvantages
- worst caster armor
- Bossmobs, King Tormax / Derakor the Vindicator / The Statue of Rallos Zek
and Avatar of War are your friends
Raising Giant Faction:
There are three separate giant factions that will need to be raised, the Kromrif
(Frost Giants), the Kromzek (Storm Giants) and King Tormax. The Kromrif are at
war with the Dwarves of Thurgadin, so killing many Dwarves or Coldain Tracking
Wolves will help raise this faction. Also killing anything inside Thurgadin or
Icewell Keep is another option. The head of the Dwarves may be turned in to the
Recruiter at the entrance of Kael for some Quest Faction.
The Kromzek are at war with the Dragons, thus the only way to raise this skill is
to kill dragons in Western Wastes and Temple of Veeshan or kill the inhabitants
of Skyshrine. Turning in four Kobold Paws from Velkator s Labyrinth to the
Kromzek Captain in Kael s bank gives positive faction for all three factions.
King Tormax faction can be raised by killing the Dain of Thurgadin, Lord Yelinak
of Skyshrine or by turning in the Kobold Paws to Captain Bvellios.
10.1.3 Dragons (Claws of Veeshan)
Advantages
- Best caster armor
- Good melee armor
- Helm and Boots quest for Tormax Head (casters)
- Much safer to visit Cobalt Scar and Western Wastes
Disadvantages
- Bossmob Lord Yelinak is not for you
- Long journey to turn in the armor for the quests
How do I gain Dragon Faction?
Killing the Kromzek (Storm Giants) in Wakening Lands and in Kael is the primary
way to raise faction with the Dragons. A player may also collect Giant Warrior
Helms and Giant toes to turn in to one of the drakes in Skyshrine.
11. Planes of Power
11.1 Introduction
The Planes of Power was released in October 2002. This expansion targeted
those players above level 46 and who were in high-end raiding guilds. There are
a few aspects, however, that all players may enjoy irregardless of level.
11.2 Overview
The Plane of Knowledge has a teleportation network that makes the Nexus look
like a broken merry-go-round. The Plane of Knowledge has teleportation stones
that link all the starting cities of Norath and Luclin, with corresponding stones on
the other side that will bring players to and fro. There are even stones that will
teleport players to the Overthere, Firiona Vie, the Nexus, the Great Divide and
the Plane of Tranquility. With this expansion the need for Wizards and Druids to
port players everywhere has dropped significantly. Players may now go hunt in
zones that, before the expansion, were often left alone due to the difficulty in
traveling there. It makes most of the remote areas much more accessible.
The Planes of Power also introduced new Tradeskill recipes, alternate abilities
and quests. It is now possible for a player to have all their tradeskills raised to
the 250 limit.
Travel to all the planes in the Planes of Power expansion is done through the
Plane of Tranquility. When the expansion was first release there were only four
planes accessible to adventurers. These were the Planes of Disease,
Innovation, Justice and Nightmare. In order to progress into other planes,
players had to complete a series of mini-quests and kill various Boss MoBs in
order to gain the flag that would allow them entry into the next Tier of Planes.
In mid 2003, Verant removed the flag requirement for many of these zones and
replaced it with a level requirement. The flags needed to reach the top Tiered
zones are still in place.
The location to the entrance of all the Planes of Power can be found on the map
located in the Appendix.
11.3 The Planes of Power
The Plane of Nightmare is a dark place, much like a combination of the Burning
Wood and the Plane of Fear. The denizens of her plane are all creatures of
nightmare and gruesomeness, and several quests here deal with freeing people
from their nightmares by dream questing with them or destroying the sources of
their slumbering fears. A mini-quest allows player access to the Lair of Terris
Thule. Killing her will give the flag for the Plane of Torment.
The Plane of Innovation is a gnome's delight. It is a very mechanical place and
nearly all of the odd little inventions of the plane drop some sort of tinkering
component. Sadly, it also reveals to us that Gnomes are secretly trying to
destroy us all with their tinkered toys as just about everything on the plane will
attempt to kill a player on sight. It is through the Plane of Innovation a player will
acquire the flag for the Plane of Tactics / Drunder - the Fortress of the Zek clan.
The Plane of Disease is an ugly orange plane with many bugs, oozes, and other
wretchedness that need cleansing. Much of a player s time here will be spent
doing quests or killing things that really look like they need to be put out of their
misery. It is though this plane a player will acquire the flag for the Crypt of
Decay.
Plane of Justice is home to the dark halls of the Tribunal. Upon zoning in you
find yourself in the middle of an arena like structure resembling the courtyard of a
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