Cattywoo
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(9/17/03 4:50 pm)
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Lost Dungeons of Norath Guide
Lost Dungeons of Norath Primer
This is not a normal expansion. You dont just go to new zones and kill stuff.
There are new tradeskills, so save those odd drops! Even if it doesnt say "can be used in tradeskills", please save them for your friends doing tradeskills. New research is dropping in adventures. Lots of gems and odd vendor loot is as well.
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Adventures
You need at least 4 people in a group, aim for 6. Head to South Ro, Butcherblock, East Commons or Everfrost. Find the wayfarer camp.
East Commons: At shady in tunnel
Everfrost: 1850, n5000 (fork in river)
South Ro: West side of zone, near desert area
Butcher: Near Gfay zone
Each camp has its own points. Earning points in one camp/faction doesnt mean they apply elsewhere. This will likely affect where you can spend points, what items you buy, etc. Good chance some spells/songs/items available only via 1 of the camps, so figure out where they are and adventure in that area.
Group leader right click on the Adventure Recruiter, receive adventure, accept. A blue line will appear on your compass that points you in the direction you go. In the case of SRo, no blue line will appear as you need to go to Inny Swamp or Upper Guk. Once you zone in to those if a blue line appears, that tells you where the adventure starts.
If you chooes a harder difficulty, you get more points.
Once you complete the adventure, you will get points and can see more items on the Adventure Merchants. The more points, the better stuff you buy. The more points, the more you can see available.
If you can NOT see the zone in of your adventure, you may be bugged. This has happened to many people now. If that is the case, try thorough file check, deleting zones with LDON content (listed above), etc. If that doesn't work, you may have to reinstall from scratch.
You get 30 mins to get to the adventure. Zone in and a new timer begins (90 minutes).
Once your leader requests it, you cant add people later. You can go LD or camp out if you received the adventure initially, and come back with no problem. But 4 can't request adventure, go to zone in, add 2 people etc. These adventures/zones are instanced! You will get your own copy of the zone, and no one else can enter while you are in the adventure.
These zones have traps, some dispel etc.
Rescue - You have to kill a certain amount of mobs for your person to spawn. When you find him, hail, say follow, and lead him to zone in. Make sure you clear any mobs between him and zone.
Collect - Kill mobs, collection ~ 20 - 25 items. Doesnt matter who loots, they all get credited to the adventure. Check alt-v for status.
Assassinate - Kill certain amount of mobs, make guy spawn, find, kill. After killing enough mobs, there is a zone wide emote and the boss spawns.
Throughout these, you will find monsters that are wounded, typically 1%. Hit these (melee) with very very little damage (2 point monk kick!). Once awake, you can say something that turns them into a gimp pet. The pet will follow and only attack if you are attacked. Can't control them. Sometimes they will be traps and spawn little mobs (often in guk adventures).
Chests etc. When you see these, you can attack them to open them. Once "dead", loot them like any mob for phat lewtz. There are spells casters can get that help determine if they are trapped, but most havent gotten it yet.
Each adventure is about 60 mins average to complete, and worth 1 AA of experience (at level 65).
In each Wayfarer camp is an NPC that will port you to the other camps. Convenient =) This may get changed (did on beta) and require a small quest or flag to use.
If you fail your adventure, you get 30 additional minutes to finish for a lesser reward (19 points i think).
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Augments
Dropped or purchased. Combine the item you want augmented with the augment in a forge at Wayfarer camp (not any forge). Buy some solvent from an NPC in camp and combine with item to remove augment. Once removed, you cant re-apply it.
Augments can be random drop in adventures, most are +6/7 to stats or saves, or +12/15 hp or mana. There are some multi-stat augments as well as bard instrument mods and more. You can also buy (loot?) some weapon proc type augments.
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Adventure Points
Alt-V for current raid info. On that, you can "view stats", click that.
As you save up points, you can purchase items or augments from the Adventure Merchants.
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Guild Raid Adventures
Guild raids require between 18 and 36 members. In order to get a guild raid, everyone participating must have completed two adventures in the same theme. So if your guild wants to do a guild adventure in Deepest Guk, every member would have to have completed 2 Guk related adventures. Once the raid has been succesfully completed, your guild won't be able to do it again for 5 days.
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