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Isle of Refuge to citizenship : EverQuest 2 General Discussions

Posted: November 13th, 2005, 9:18 pm
 
llamapoopy
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Being a Priest can be one of the most rewarding professions in Everquest 2. For most people, when they think of a Priest character, images of healing only and no fighting come to mind, which is absolutely untrue. Priests can take care of themselves quite well in the heat of battle and can be offensive or defensive. They can wear armor almost as good as those of the Fighters and can deal damage both melee and from afar. Oh and they can heal. Not bad for one class if you think about it. Priests are also invaluable to any group, and just having one can make a hunt go from very difficult to extremely easy. With a Priest you can go grouping with just 2 people, but have 6 in a group and no Priest and you will all have trouble. All in all, the Priest makes a terrific starting archetype choice.

Now to start as a Priest, you would generally want to choose a race which starts with high intelligence and wisdom, an Erudite would be best with their 30 intelligence and 20 wisdom, though you may go with dark elf, high elf, gnome, halfling, human or just about any race if you really want to be a certain race. Next you may go through the tutorial on the pirate ship but it's only for teaching you the gameplay basics of Everquest 2 and has no effect whatsoever on your character.


The Isle of Refuge

Once you arrive on the Isle of Refuge, this is where your path as a Priest starts. First you must talk to Garven Tralk who is standing right by the pier next to a set of weapons and crates. He will ask you what your profession is, so choose the Priest option and confirm it. He will then let you get your weapons off the rack and give you your first quest, equip your armor and weapons and head off. You have to kill 1 Gruttooth Invader, very easy, you can complete it by going west through the town area and looking for some goblins, the first ones you should see should be Gruttooth Invaders. Attack one and kill it, then head back to Garven Tralk. Everytime you complete a quest you will receive experience, money and even some items. Always check what you receive and make use of it to improve your character. Garven will now have you talk to the Nathinia Sparklebright who is north of Garven in the town area. If you think you're running a bit too slow, press the Sprint icon which is the yellow icon with feet on your hotbar, this lets you run a lot faster while consuming your power. A yellow line should light up leading the way towards her but if you have trouble finding a certain place, select Waypoints from your EQII Menu or press ALT+W and double click on Nathinia Sparklebright to show the path towards her.



Talk to Nathinia Sparklebright, she is the quest giver for the Priest archetype and you should complete all her quests if you wish to leave the Isle of Refuge and head to your destination city (Qeynos or Freeport). If you're really in a rush then head straight to the Ambassador to get off the island. The first quest she gives you will be to cast your Smite spell on 3 War Statues of the Goblins, this is an easy quest if you know where to go. The War Statues are just in the corner, north of where the Gruttooth Invaders are, head west out of the town from Nathinia, and then north towards the Scout's Gorge. If part of your map is dark or undiscovered, check the "Hide the fog" option so that you can see the whole map. The War Statues are in the crevice of the map just a bit east of where it shows a deer on the map. You will find more than 1 War Statue around, so target one and use your Smite spell on it once. Don't immediately Smite another statue, wait for it to burn because most of the time a Gruttooth Mystic will appear out of it and attack you, so you will have to kill it. Once you have smited 3 War Statues, head back to Nathinia Sparklebright to get your reward and your next quest


She will tell you to seek out Banker Vertbridge who is just behind her to get your reward. Right next to Banker Vertbridge just around the corner of the building is the Mender Mannus, he is who you go to when you need to repair your weapons and armor. They all start at 100% condition but with every death you incur they all lose 10%, and when they get to 0 you can not use them and they must be repaired, so have your items repaired frequently if you die a lot. Now back to Nathinia, she will then ask you to retrieve Venom Sacs from spiders, so head back towards the area where the War Statues were, as you can see on the map there is a picture of a spider, that is where the spiders are located. Kill them until your quest log says you have completed the quest. Usually it is best to start your attack with a Smite and then attack with your melee weapon while casting Smite as much as you can. If you get low on health, heal yourself then go back to attacking. Once you have all the Venom Sacs you need, go back to Nathinia Sparklebright for another quest.



As you can see this is the general mood of Everquest 2, going from one quest to another, receiving rewards and gaining experience. If you do not wish to do quests, you can just kill any monster in the area to gain experience or use your crafting skills to create items, though questing is a good source of experience to level up with. So for the next quest you have to kill Gruttooth Brutes and collect 4 totems from them, they don't drop totems all the time but they aren't that hard to kill either. They are located in the area of the map with 4 tents close together, and if you notice when you see them they will have a red outline around their name; this means that they are aggressive and will attack you even if you go near them so be careful. If you feel you may die, you can run towards a guard which you can Yell For Help to and get him to attack the monster. Yelling For Help breaks the encounter and lets anyone attack your target though you will no longer receive any reward for that monster. Blast away until you have completed the quest and then head back to Nathinia for your final quest before you can leave the island. If you are out of power (the blue bar), drink from the Flask of Water in your inventory to restore your power faster. Contrary to popular belief, sitting does not increase your health and power faster, food and drink does. Also note that you gain health and power faster when you are not fighting compared to when in battle.




Nathinia will ask you to kill an Orc Pirate who seems to be the source of all the Goblins on the island. Grimgash the Black is located in a cave on the northeastern part of the map. There will be a door at the entrance and clicking on it will allow to you to go inside and fight him. It is very hard to do this alone as Grimgash has other mobs with him that will attack you also. You must form a group with some others players before entering, just type "/ooc" (Out of Character) or "/shout Looking for Orc Group" and someone is sure to answer you as everyone usually does this quest before they leave the island. Once inside you will see a first group of 3 monsters with a second group behind them, once you attack and kill the first ones, the next 3 inluding Grimgash will attack your group. It is best if the entire group has only 1 target at a time that way you can kill faster. Since you are a Priest the best thing you can do is heal the tank, meaning heal the main attacker, the one who takes all the damage. By targetting a member of your group, all beneficial spells cast go towards them and all attack spells cast go to their target. Once Grimgash is dead, head back to Nathinia to receive your reward. Now is time for you to see your Ambassador.



The Ambassador for your city of choice is found in the hut just north of Nathinia where the beer mug icon is on the map. Inside talk to the Ambassador and they will ask if you wish to join, choose yes ofcourse and then you will be told to talk to Duke Ferrin who is right outside the hut next to the pirate captain from the tutorial. Talk to him and say you’re leaving. WARNING: Once you leave the Isle of Refuge you can never return, there are lots of other quests you can complete and monsters you can kill but you cannot go past Level 6 and earn more than 220% experience until you become a citizen of your city, so if you want to leave, you can but if you want to stay and have some more fun go ahead. When you are ready to leave head towards the other pier on the island, next to the pier where you started (Garvin) and ring the bell. If the bell says you can go to another Isle of Refuge zone or to zone to a friend, you're on the wrong pier, head to the other one and double-click on the bell to head to your home city.



Your New Home

You will arrive in a small enclave just outside the walls of your chosen city, which enclave depends on your race, nevertheless there will be a Steward or an Overseer right there to greet you, talk to him or her and they will tell you go to the inn and acquire your room. So head towards the inn and purchase your first room for free! Once inside there will be a caretaker or someone who will give you a bit of an introduction and give you a table to furnish your new home. Right click on the Basic Table in your inventory and click Place. Then choose where you want to put it down and left click again to place it in that spot. Talk to the NPC in your room again and they will have you go to the bank and open an account. So exit your room and head towards the bank and open an account, then go back to your room and talk to the person again. You'll receive a mirror to decorate your room with then you'll be asked to go around the town and towards the city gates. Right now you are not actually inside the city but just right outside, this is done to weed out those who are loyal to opposing side, also only citizens of that city may access the special zones within their own city. Now once you've seen the city gates, head back to your room and you will be given another house item, a chandelier, once again go to your inventory and Place your chandelier somewhere in your room. Talk to your caretaker and you will be told how you can gain access to the city and become a citizen.



Becoming A Citizen

To do the citizenship quest, go towards the city gates again and click on the sign hanging right next to the gates, it is almost impossible to miss but small so move your mouse around until the sign gets highlighted if you can't find it. Double click on it and you will receive a task list in your inventory, double click on that and accept it to receive your quest which is to get 5 citizenship tokens from a dungeon in the town. You will have passed this dungeon already by now, so enter it and kill monsters until you receive enough tokens, then go back to the citizenship sign by the gate and double-click on it again, then you will transported to a special zone where there will be Citizenship Officer / Abbetor to talk to. They will tell you what you need to do to achieve your citizenship. Once you have killed or talked to whoever need be in that area, you will receive your rewards and become a citizen. Now exit that place and you may now enter the gates of your city and go beyond level 7. You will also receive a book which when examined will give you a quest to explore the areas of your city so you may get a better view of the place.





Priest Training

By now you should be around level 6-7, if not no worries, you will be eventually. You can now start on your class selection quest. By selecting a class you will be allowed to progress beyond level 10 and will gain access to more spells and skills. To start on your class selection quest for the Priest archetype, head towards Hierophant Aldalad in North Qeynos for Qeynos citizens and Priest Kelian in North Freeport for Freeport citizens. Now I will split this guide in 2 as the Qeynos and Freeport paths for this quest are different.


Qeynos Priest Training:

Heirophant Aldalad is under some trees in the southeast part of North Qeynos. Once you talk to Hierophant Aldalad, tell him you wish to train with him and he will give you a quest to visit some people in the city. So first go north to the Elddar Grove, and go to the Bowyer, which is indicated on the map by a bow. Talk to Master Archer Nightbow, cure her infection then go to Graystone Yard either through the Mariner's Bell or by foot. In Graystone yard talk to Carpenter Jorgie Icearmor and heal his stomach ache. If you have trouble finding these NPC's in their area, find a nearby guard and right click on them then select Find NPC and type in the name of that NPC like 'Jorgie Icearmor' and if they know the location you will shown a glowing trail to where that NPC is. Not all guards know where all NPC's are, so if one doesn't know try another.




Return to Heirophant Aldalad and he will give you another task to kill 5 Oakmyst Faeries in Oakmyst Forest, head towards Oakmyst Forest either through Mariner's Bell, Castleview Hamlet or Graystone Yard. There is no map for Oakmyst Forest so you will have to find your way around; the Oakmyst Faeries are across from the lake/pond off the main path. They are a group mob, so you might need to get help from other players in killing them. Once you have killed 5, return to Aldalad and get another task to kill Toxic Bog Slugs in the Peat Bog. To get to the Peat Bog, you must go from either Starcrest Commune or Nettleville Hovel which are both accessible by the Mariner's Bell or from South Qeynos. The Toxic Bog Slugs are a bit bigger than the regular Bog Slugs but are quite easy and are a solo mob so you can complete this part by yourself. Once you have killed 5, return to Aldalad and he will give you yet another task.



Now you must go out into Antonica and find 3 guards and talk to them. The first is Soldier Pellenos who is located outside the middle Guard Tower in Antonica, if you can't find it, go to the location of -399, +1, +105. Those coordinates are the location of the guard, the first and last numbers are the x and y values while the middle number is the z-axis location or how high or low above ground level they are. Only the first and last coordinates are important. To find out what coordinates you are at, type /loc into the chat window or move your mouse over the compass and you will see what your coordinates are. After talking to Pellenos, head south to the South Guard Tower and talk to Soldier Selennia located at -397, +4, +252. Once you have talked to her, the last guard is Soldier Homrie located at the Claymore further south of the last guard tower at -471.5, +5, +541. Once you have talked to all 3, head back to North Qeynos and talk to Heirophant Aldalad.




Now you get to choose your class, choose wisely for there is no going back. Once you have chosen you will be given a final task depending on your choice. If you choose the Cleric, you will transported to a zone where you must fight one monster and kill it. If you choose Druid, you will be transported to a zone where you must kill 2 fire monsters. If you choose the Shaman class, then you must go to the Haunted House in South Qeynos which is located at +542, +237, -17. Once you enter you will be in an instanced zone by yourself and will have to kill all the monsters inside within a time limit to complete the quest.



The Haunted House, do you live next door?




Freeport Priest Training:

Priest Kelian is in the Temple of War located in the center of North Freeport, he is inside on the left. Talk to Priest Kelian and tell him you wish to learn, he will give you the first task in Priest Training which is to kill 5 Diseased Ratonga in the sewers of Theives' Way. Head towards the Theives' Way entrance which is northwest of the temple. Use your Waypoints (ALT+W) if you can't find it. Watch out as you enter the zone as there may be some mobs that attack you right away. You'll have to run around a lot to find the Diseased Ratonga, but they're right near the East Freeport exit, so it might be easier if you enter through East Freeport. They're only a solo mob so they'll be quite easy to kill. Once you've dispatched 5 of them, head back to North Freeport and to Priest Kelian who is impatiently awaiting your return.




Now you are given the task to look for an imported plant being sold within Freeport and you are given the names of 3 merchants to talk to. The first is Torlig the Alchemist in North Freeport. Next is Alypia Damian in East Freeport. Last is Annia Kaeso in South Freeport. Once you've found who has been importing plants, backtrack all the way to Priest Kelian in North Freeport.





Next you have to collect 5 Poison Sacs from Gravel Vipers in the Sprawl. The Sprawl is by the southern part of Freeport next to the Big Bend, so the fastest way there would be to sprint to West Freeport then to South Freeport then to the Big Bend, and on to The Sprawl. Once in The Sprawl, take a left right away and the Gravel Vipers will be there just ahead with all the Guttersnipe Crooks in your way. You just have to watch out for the crooks since they are aggressive and placed close together. A good technique to get past many of the crooks at once is to run in and pull out as many as you can and then sprint back to the guards at the gate who will dispatch them for you, clearing your path to the Gravel Vipers. Keep killing Gravel Vipers until you have 5 Poison Sacs, then return once again to Priest Kelian in North Freeport.




Now you get to choose which class you will be, choose wisely for there is no going back. If you pick the Cleric path then you must find Modinite Z'Vol within the Temple of War, the place where you and Priest Kelian are in. Head north past Kelian through the door and along the hallway and you will find Modinite Z'Vol there. Talk to him and tell him you wish to take the test, then enter the room on your left called "The Threshing". It's basically a survival test so get your heal spells ready and mash those heal and cure buttons like crazy once you enter the circle of candles. Trying to attack the different foci will be futile as they are invulnerable. If you die, its best you wait until your ressurection sickness is gone, your shard will be in the room when you re-enter it. When it's over Modinite Z'vol will congratulate you and give you your rewards. For the Shaman class you will have to cleanse a Haunted House in North Freeport, the house has some cats outside. Like its Qeynos counterpart, the house is an instanced zone with a time limit.







Congratulations! You have completed your Priest Training, though you will not become your chosen class until you reach Level 10 so keep on hunting and questing. Happy Healing!


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Posted: November 13th, 2005, 9:47 pm
 
arremis
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How does Intelligence factor into the Priest scenario? From what I understand, Wisdom is what determines their Power pool, and Intelligence is what determines the Power pool of Mages. I have a Templar, and I've invested mostly in Wisdom gear. My Templar has a very low Intelligence, so have I made an error somewhere in letting that stat go unaltered?

Arre with a smile :D


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Posted: November 13th, 2005, 9:54 pm
 
llamapoopy
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hmm not so sure on that one sorry


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Posted: November 13th, 2005, 10:05 pm
 
tault_eq_muse

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Last I read, INT = more spell damage. Not that Templars are DPS, but in theory, it's a little bonus. Just don't sacrifice WIS for it.


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Posted: November 14th, 2005, 6:40 pm
 
tault_discoduck
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Tault_eq_muse (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Last I read, INT = more spell damage. Not that Templars are DPS, but in theory, it's a little bonus. Just don't sacrifice WIS for it.


could you give your source? Im not saying your wrong- I totaly belive you- its just that I personaly didn't know that, nor do I belive the majority of players do. It would be great to see some hard data (parsing, or an official statement) comfirming it.


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Posted: November 14th, 2005, 9:05 pm
 
llamapoopy
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I think they actually changed the way it worked during the DOF update


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Posted: November 15th, 2005, 4:03 am
 
Tault_nazeroth

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Personally i thought it was the other way around. I believe you can find out by simply mouse-over'ing the atributes in your persona window and it'll tell you pretty much what it does.


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Posted: November 15th, 2005, 2:00 pm
 
apoc69
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This was in the combat upgrade

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
Higher Intelligence increases your bonus to spell damage.


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Posted: November 15th, 2005, 9:50 pm
 
llamapoopy
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i think that different classes use the int and wis differently, I think gnomes use str for power or maybe it was sta hmm i forgot lol


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Posted: November 16th, 2005, 9:08 am
 
apoc69
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No I don't think that's how it works. Int and Wis work the same way, i.e. Int gives more kick to your magical hits and Wis helps to give you a bigger power pool more numbers to your VS magic, divine, etc. So mages want to have more INT because they can do more damage, but if their WIS is too low then they won't have enough power sometimes to keep nuking.


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Posted: December 4th, 2005, 1:13 am
 
llamapoopy
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Hmm my friend just told me that rogues uste the stats a lot diff but the mages have the same int and wis thing that you said apoc69


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Posted: December 4th, 2005, 6:11 am
 
awesomeness101
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this topic has got me confused now... my main is a troubadour and I mainly invested in str and agi.. but I was always wondering if my spells were based on INT and I think my melee is based on Str as well


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Posted: December 4th, 2005, 10:28 am
 
llamapoopy
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garr now u got me really confused! I need to find out what the real way they do the stats is.


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Posted: December 4th, 2005, 10:49 pm
 
apoc69
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Ok, here is the Link for the combat upgrade

Ok, let me see if I can make this less confusing. The stats work the same way for every type of character is this game, i.e. Int = magic damage and Wis = Power Pool + Inc resistance values.

Now the difference here to remember is that each Class is based on Archetype system that make one or more of these stats important for that Class. That means that for Mages, Int is the most valuable in that it will give them most punch for there hits.

For your troubader, Agi and Str are indeed important as Troubadors are a Class based on the Scout Archetype. In essence they are an avoidance tank. What this means is that the higher Str the higher the hit, and the higher the Agi the less they get hit by mobs. Now Int and Wis can be just as important to a troubador, because your skills (spells) are dependent on your power pool. However, because you are avoidance class Agi is your primary focus. As results scouts can wear either cloth or leather armor, but going with cloth will often lose mitigation. Mitigation being how much damage you can absorb -- which is not as important to an avoidance tank. As priest, I do have different armor for different situation. For grouping and raids, I typically try to boost my WIS as much as possible. For soloing, I try to maintain balance for mitigation and power. And this what all classes essentially have to strive to do...create a balance for their classes while enhancing their base line pivotal STAT as much as possible.

I could obviously go on and on, but I hope this has helped and I haven't rambled too much. There have been many changes since the CU and you may want to read up on the relevant boards to understand it more.

(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
Stats

- Higher Strength increases your bonus to melee damage.
- Increasing your Agility improves your chance to avoid an attack.
- Higher Intelligence increases your bonus to spell damage.
- Increasing your Wisdom improves your resistances to arcane damage types (Heat, Cold, Poison, Disease, Magic, Divine, and Mental).
The effectiveness of Strength, Agility, Intelligence, and Wisdom buffs has been increased. The effective cap is set at 7 times the character's level. For example, a level 30 fighter will receive an increasing melee damage bonus up to 210 Strength, while a level 40 wizard will receive an increasing bonus to spell damage up to 280 Intelligence



UPDATE: I misstated something about Scouts. They are not really supposed to be tanks. Their considered primarily to be DPS (Damage Per Second or Damage Per Strike). However, depending on the situation, they can be tanks -- but just not as good as a Warrior. That is why Str is so important to strike harder.


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Posted: December 5th, 2005, 9:49 am
 
llamapoopy
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Wow thanks, i will keep that in mind


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