If you are a member and you own a house or have access to somebodys, you can make
the floating chair. Make sure you have at least 3 food, sit in a chair, quickly
right click on the chair and click remove then quickly eat (2) foods and then go
into the options and click building mode on. After that click somewhere you want
to walk and click building mode on to move.
After that have fun and go into the combat ring and sit and kill.
Wednesday, May 13, 2009
EQ2: unrest time saver
In Unrest, when you get to the part of clearing the bedroom of spectrals, and haveing to run back out to the gazebo and hail the npc for the "Nursery Door Key" you are able to exploit this part.
After you receive and have used the key, on your way back out of the zone go hail her again and get a second "Nursery Door Key".
(Note: I believe everyone in the group can get a key.)
Now what do you do with the second key you have in your inventory?
Go put it up on your broker for an insane amount of plat that no one would buy it for.
The next time you go into Unrest, you will be able to unlock the nursery door without getting the key in the current instance. Also it does not take the key out of your broker, so you have infinite nursery door keys for all instances in the future.
What does this allow you to skip?
No need to get the hammer from the npc dwarf to get into the bedroom. No need to clear the bedroom. No need to go get the key from the gazebo. Skipping everything you are able to do now, will put you a good 30+ minutes ahead of schedule on this longer zone.
We currently farm this zone in a tad over an hour.
You do not skip any named, or any loot, so this is a great part to be able to skip.
Note: this will not help you on haveing to clear every mob for the Bugaboo.
After you receive and have used the key, on your way back out of the zone go hail her again and get a second "Nursery Door Key".
(Note: I believe everyone in the group can get a key.)
Now what do you do with the second key you have in your inventory?
Go put it up on your broker for an insane amount of plat that no one would buy it for.
The next time you go into Unrest, you will be able to unlock the nursery door without getting the key in the current instance. Also it does not take the key out of your broker, so you have infinite nursery door keys for all instances in the future.
What does this allow you to skip?
No need to get the hammer from the npc dwarf to get into the bedroom. No need to clear the bedroom. No need to go get the key from the gazebo. Skipping everything you are able to do now, will put you a good 30+ minutes ahead of schedule on this longer zone.
We currently farm this zone in a tad over an hour.
You do not skip any named, or any loot, so this is a great part to be able to skip.
Note: this will not help you on haveing to clear every mob for the Bugaboo.
Labels:
Everquest 2
EQ2 Hint: list of status points, quick reference -great for newbies
These can be turned in to the writ givers at the ramp to the castle(Qeynos Gaurd) in North Qeynos, or inside the Freeport Militia House(Freeport Militia) in West Freeport:
Blackened Iron Relic +100
Steel Relic +200
Feysteel Relic +300
Ebon Relic +400
Indicolite Relic +500
Xegolite +600
These can be turned in to the writ givers in the tree(Turrian Alliance) in Elddar Grove, or on the boat(Sea Fury Buccaneers) in South Freeport:
Paraffin Sealed Document +100
Tallow Sealed Document +200
Gel Sealed Document +300
Beeswax Sealed Document +400
Bayberry Sealed Document +500
flamewrought Sealed Document +600
These can be turned in to the writ givers in the Mage Tower(The Concordium) in South Qeynos, or inside The Academy of Arcane Sciences(Arcane Scientists) in North Freeport:
Coral Scrying Stone +100
Jasper Scrying Stone +200
Opal Scrying Stone +300
Ruby Scrying Stone +400
Star Saphire Scrying Stone +500
Moonstone Scrying Stone +600
These can be turned in to the writ givers in the Temple of Life(Celestial Watch) in North Qeynos, or inside the Temple of War(Dismal Rage) in North Freeport:
Coral Amulet +100
Jasper Amulet +200
Opal Amulet +300
Ruby Amulet +400
Star Saphire Amulet +500
Moonstone Amulet +600
Blackened Iron Relic +100
Steel Relic +200
Feysteel Relic +300
Ebon Relic +400
Indicolite Relic +500
Xegolite +600
These can be turned in to the writ givers in the tree(Turrian Alliance) in Elddar Grove, or on the boat(Sea Fury Buccaneers) in South Freeport:
Paraffin Sealed Document +100
Tallow Sealed Document +200
Gel Sealed Document +300
Beeswax Sealed Document +400
Bayberry Sealed Document +500
flamewrought Sealed Document +600
These can be turned in to the writ givers in the Mage Tower(The Concordium) in South Qeynos, or inside The Academy of Arcane Sciences(Arcane Scientists) in North Freeport:
Coral Scrying Stone +100
Jasper Scrying Stone +200
Opal Scrying Stone +300
Ruby Scrying Stone +400
Star Saphire Scrying Stone +500
Moonstone Scrying Stone +600
These can be turned in to the writ givers in the Temple of Life(Celestial Watch) in North Qeynos, or inside the Temple of War(Dismal Rage) in North Freeport:
Coral Amulet +100
Jasper Amulet +200
Opal Amulet +300
Ruby Amulet +400
Star Saphire Amulet +500
Moonstone Amulet +600
Labels:
Everquest 2
EQ2 strategy: great plat from rare mining in rok
If you are in RoK doing the quest where you get a disguise to go into the den of the widow mistress to find a case that was lost, Take the quest but dont finish it. If you complete the quest then you lose the arachnid disguise.
Here's why
There are alot of rocks in there to mine and with that disguise you have 1 hour of no aggro to mine away and get them rares. They are selling for 2 or 3 plat currently on the broker and it is right there when you first get into the zone. No running around and wasting time. watch the timer on your disguise and find a safe spot to recast it before it wears off. You can make about 30 plat from selling rares from there in 1 day.
For you pvps. You can run from the enemy and quickly throw on the disguise and run in there if you are being chased. Watch the other noobs get pwned by spiders because they are aggro to them and not you.
Here's why
There are alot of rocks in there to mine and with that disguise you have 1 hour of no aggro to mine away and get them rares. They are selling for 2 or 3 plat currently on the broker and it is right there when you first get into the zone. No running around and wasting time. watch the timer on your disguise and find a safe spot to recast it before it wears off. You can make about 30 plat from selling rares from there in 1 day.
For you pvps. You can run from the enemy and quickly throw on the disguise and run in there if you are being chased. Watch the other noobs get pwned by spiders because they are aggro to them and not you.
Labels:
Everquest 2
Lord of the Rings - The Hunter Basic Guide
This is a guide to the hunter class in Lord of the Rings Online. This class definitely follows the classic ranger type tradition with long range bow skills, snares, and traps.
One of the coolest things about the Hunter class is that they have a group speed buff similar to the Bard buff in Vanguard: Saga of Heroes. As long as the Hunter stays still he can use the innovative LOTRO aiming focus system to charge up the focus and use special shots. Hunters can also use skills and abilities before entering combat that charge focus. Another cool aspect of the hunter is that he can carry consumables to do special bow shots like flameshot. The Hunter and Champion are the best DPS classes in the game with the differences being pretty obvious. Hunters can wear light and medium armor and use bows and certain melee weapons. The Hunter can also unlock the ability to dual wield at a certain level which is pretty unique.
Skills
Quick Shot: Allows the Hunter to nock and loose an arrow quickly.
Set Trap: The Hunter's survival skills enable him to lay traps to ensnare enemies.
Purge Poison: The Hunter's survival lore allows him to use naturally-occurring medicines to purge poisons from an ally.
Barbed Arrow: The Hunter's arrow causes a wound that bleeds and slightly slows movement speed.
Swift Bow: Loose two missiles in rapid succession.
Rain of Arrows: The Hunter rains five arrows down upon his enemies, allowing him to hit multiple targets.
Scourging Blow: This attack wounds the Hunter's foe, dealing additional damage if the enemy is suffering from Barbed Arrow, but stops the bleeding.
Blindside: Divert an enemy's attention with a single melee strike and follow it with a single bow attack at close range.
Low Cut: The Hunter makes a low cut in front of himself which can temporarily slow the movement speed of up to two enemies.
Class Specific Abilities and Traits
True Shot: The Hunter's Penetrating Shot pierces more deeply through an enemy's armour, ignoring more of the armour's damage mitigation.
Hail of Arrows: The Hunter has a greater chance of landing Critical Hits with his Rain of Arrows.
One of the coolest things about the Hunter class is that they have a group speed buff similar to the Bard buff in Vanguard: Saga of Heroes. As long as the Hunter stays still he can use the innovative LOTRO aiming focus system to charge up the focus and use special shots. Hunters can also use skills and abilities before entering combat that charge focus. Another cool aspect of the hunter is that he can carry consumables to do special bow shots like flameshot. The Hunter and Champion are the best DPS classes in the game with the differences being pretty obvious. Hunters can wear light and medium armor and use bows and certain melee weapons. The Hunter can also unlock the ability to dual wield at a certain level which is pretty unique.
Skills
Quick Shot: Allows the Hunter to nock and loose an arrow quickly.
Set Trap: The Hunter's survival skills enable him to lay traps to ensnare enemies.
Purge Poison: The Hunter's survival lore allows him to use naturally-occurring medicines to purge poisons from an ally.
Barbed Arrow: The Hunter's arrow causes a wound that bleeds and slightly slows movement speed.
Swift Bow: Loose two missiles in rapid succession.
Rain of Arrows: The Hunter rains five arrows down upon his enemies, allowing him to hit multiple targets.
Scourging Blow: This attack wounds the Hunter's foe, dealing additional damage if the enemy is suffering from Barbed Arrow, but stops the bleeding.
Blindside: Divert an enemy's attention with a single melee strike and follow it with a single bow attack at close range.
Low Cut: The Hunter makes a low cut in front of himself which can temporarily slow the movement speed of up to two enemies.
Class Specific Abilities and Traits
True Shot: The Hunter's Penetrating Shot pierces more deeply through an enemy's armour, ignoring more of the armour's damage mitigation.
Hail of Arrows: The Hunter has a greater chance of landing Critical Hits with his Rain of Arrows.
Labels:
Lord of the Rings
Lord of the Rings - Reputation Guide
Reputation:
Neutral -- starting spot.
10,000 rep = Acquaintance -- can access the vendors and halls to see what they have.
20,000 rep = Friend -- can buy some items from the vendors.
25,000 rep = Ally -- can buy most items from the Vendors.
30,000 rep = *
* Kindred is assumed -- I haven't gotten beyond the Ally level anywhere yet so I can't say for certain. That's an assumption though and I haven't proven it yet.
So 85,000 reputation should open up all options with any given reputation center.
Doing the reputation quests, first time, will grant experience. MOST won't grant experience for subsequent turnin quests.
Hunting:
You need 10 items per hunting turnin. You can collect these without ever having the quests. They are unrestricted in your ability to sell, trade, vendor, etc... so if you aren't interested in that reputation center, you can put the items on the auction house and they should sell decently to those who ARE interested in it -- don't gripe about "junk rewards" you don't like, you at least get freebie additional drops that you can AH off for more coin.
Reputation value From basic hunting: First turnin = 700 rep. All after that = 300 rep each turnin.
Crafting:
You need 5 crafted items per turnin. These are bind on acquire so cannot be traded nor sold on the auction house but can be sold to a vendor. Each craft has 1 and only 1 reputation center that they can create items to gain reputation with. Tailors have 1 place, Cools 1 place, etc... Read on to see who has what where.
There are 3 different recipes you can make for each trade at their given center. Some you can get all 3 recipes first, some you'll get 1 at the start then more as you gain reputation but there are 3 you can get (that I've seen so far) to increase your reputation with your tradeskill rep group.
Reputation recipes are at Artisan and Master levels (tier 4 and tier 5) so yes, you will need access to "superior" facilities to make these things and no -- you CANNOT crit them at all.
Crafting quest levels MATCH the levels of the hunting quests so you cannot get them until you are within range of the quests (example: Thorin's hall is Jewelry and the quests are level 46 to start so you must be at least level 39 to get the craft quests)
Lowest recipe Value: First Turnin = 700 rep. All after that = 300 rep each turnin.
Second recipe Value: First Turnin = 900 rep. All after that = 500 rep each turnin.
Third/hardest recipe Value: First Turnin = 1,200 rep. All after that = 700 rep each turnin.
Turnins are at 5 per recipe so you need to make 5 items to complete a turnin set. (again, excpetions will be noted below).
Tradeskill Reputation Listing: (for crafters -- just a quick "where's mine at?")
Cook
The Mathom Society - Mathom House in Michael Delving.
All 3 recipes available when you can first get the quests.
All 3 pretty much require farmed produce to make.
Tailor
Rangers of Esteldin - Esteldin
1 recipe available when you get the quest.
Woodworker
Men of Bree - Bree-town by the hunter trainer.
2 of the 3 recipes available when you can get the quests.
Weaponsmith
Wardens of Annuminas -- Tinnudir in Evendim
1 recipe available at the start.
Jeweler
Thorin's Hall -- by the waterfalls.
2 recipes available at the start.
Metalsmith
Council of the North -- Gath Forthnir in Angmar
1 recipe available at the start.
Reputation centers and locations:
The Mathom Society -- Michael Delving, Mathom House - The Shire
Quest Levels: 35
Rep Hall/vendor(s): Mathom House itself is the hall.
Tradeskill = Cooking.
Tradeskill Quest Giver: Baldwin Foxtail -- 33.4S, 75.5W
Hunting Quest Giver: Greylong Bottomley -- 33.4S, 75.5W
Hunting Quest Item: Mathoms -- drops ALL over from humanoid types (if it can drop a recipe or weapon, it can drop a mathom).
Wardens of Annuminas -- Tinnudir
Quest Levels: 35
Rep Hall/vendor(s): In the building by quest givers.
Tradeskill = Weaponsmith
Tradeskill Quest Giver: Cannasgam -- 12.1S, 68.0W
Hunting Quest Giver: Cannuion -- 12.1S, 68.0W
Hunting Quest Item: Tomb Raider Sashes from any Tomb Raiders.
Elves of Rivendell -- Rivendell
Quest Levels: 35
Rep Hall/vendor(s): 30.5S, 3.7W
Tradeskill = Scholar
Tradeskill Qust Giver: Cachunir -- Last Homely House, first floor right side of room sitting on bench.
Hunting Quest Giver: Inyl -- Leaning against post, chatting with Cachunir.
Hunting Quest Item: Signets of the Rhudaur (rings) from Corcur and wights in Trollshaws and Misty Mountains.
Rangers of Esteldin -- Esteldin
Quest Levels: 38
Rep Hall/vendor(s): Malenfang (vendor) 9.7S, 40.8W
Tradeskill = Tailor
Tradeskill Qust Giver: Techeron -- 9.7S, 40.6W
Hunting Quest Giver: Nethur -- 9.7S, 40.8W by the crafting area.
Hunting Quest Item: Orc Battle-medallions from orcs in Dol Dien.
Men of Bree -- Bree-town
Quest Levels: 42
Rep Hall/vendor(s): Bree-town -- 31.8S, 51.4W
Tradeskill = Woodworking.
Tradeskill Quest Giver: Maggie Smallwood -- 31.8S, 51.3W
Hunting Quest Giver: Tad Leafcutter -- 31.8S, 51.3W
Hunting Quest Item: Barrow-Treasures from Haudh Iarchith (new instance)
Council of the North-- Gath Forthnir, Angmar
Quest Levels: 45
Rep Hall/vendor(s): Hafgrim -- vendor -- next to milestone.
Tradeskill = Metalsmith
Tradeskill Qust Giver: Hroar -- outside door in southern hall (check map).
Hunting Quest Giver: Annabla -- by waterfall heading to north hall (check map).
Hunting Quest Item: Bone Amulets from things in Imlad Balchor (undead area in Angmar).
Thorin's Hall -- Thorin's Hall
Quest Levels: 46
Rep Hall/vendor(s): By waterfall in the western most part of town.
Tradeskill = Jeweler
Tradeskill Qust Giver: Israth -- at table by Torth chatting with him.
Hunting Quest Giver: Torth -- (pre-step quest) Guard-Captain Unnarr will send you to him and he's straight in the entrance to thorins hall. Torth is by the waterfalls
Hunting Quest Item: Dourhand Crests from Sarnur (instance).
There are more hunting quests but this is the basics -- example: first age relic the Dwarves from Sarnur, etc...
Neutral -- starting spot.
10,000 rep = Acquaintance -- can access the vendors and halls to see what they have.
20,000 rep = Friend -- can buy some items from the vendors.
25,000 rep = Ally -- can buy most items from the Vendors.
30,000 rep = *
* Kindred is assumed -- I haven't gotten beyond the Ally level anywhere yet so I can't say for certain. That's an assumption though and I haven't proven it yet.
So 85,000 reputation should open up all options with any given reputation center.
Doing the reputation quests, first time, will grant experience. MOST won't grant experience for subsequent turnin quests.
Hunting:
You need 10 items per hunting turnin. You can collect these without ever having the quests. They are unrestricted in your ability to sell, trade, vendor, etc... so if you aren't interested in that reputation center, you can put the items on the auction house and they should sell decently to those who ARE interested in it -- don't gripe about "junk rewards" you don't like, you at least get freebie additional drops that you can AH off for more coin.
Reputation value From basic hunting: First turnin = 700 rep. All after that = 300 rep each turnin.
Crafting:
You need 5 crafted items per turnin. These are bind on acquire so cannot be traded nor sold on the auction house but can be sold to a vendor. Each craft has 1 and only 1 reputation center that they can create items to gain reputation with. Tailors have 1 place, Cools 1 place, etc... Read on to see who has what where.
There are 3 different recipes you can make for each trade at their given center. Some you can get all 3 recipes first, some you'll get 1 at the start then more as you gain reputation but there are 3 you can get (that I've seen so far) to increase your reputation with your tradeskill rep group.
Reputation recipes are at Artisan and Master levels (tier 4 and tier 5) so yes, you will need access to "superior" facilities to make these things and no -- you CANNOT crit them at all.
Crafting quest levels MATCH the levels of the hunting quests so you cannot get them until you are within range of the quests (example: Thorin's hall is Jewelry and the quests are level 46 to start so you must be at least level 39 to get the craft quests)
Lowest recipe Value: First Turnin = 700 rep. All after that = 300 rep each turnin.
Second recipe Value: First Turnin = 900 rep. All after that = 500 rep each turnin.
Third/hardest recipe Value: First Turnin = 1,200 rep. All after that = 700 rep each turnin.
Turnins are at 5 per recipe so you need to make 5 items to complete a turnin set. (again, excpetions will be noted below).
Tradeskill Reputation Listing: (for crafters -- just a quick "where's mine at?")
Cook
The Mathom Society - Mathom House in Michael Delving.
All 3 recipes available when you can first get the quests.
All 3 pretty much require farmed produce to make.
Tailor
Rangers of Esteldin - Esteldin
1 recipe available when you get the quest.
Woodworker
Men of Bree - Bree-town by the hunter trainer.
2 of the 3 recipes available when you can get the quests.
Weaponsmith
Wardens of Annuminas -- Tinnudir in Evendim
1 recipe available at the start.
Jeweler
Thorin's Hall -- by the waterfalls.
2 recipes available at the start.
Metalsmith
Council of the North -- Gath Forthnir in Angmar
1 recipe available at the start.
Reputation centers and locations:
The Mathom Society -- Michael Delving, Mathom House - The Shire
Quest Levels: 35
Rep Hall/vendor(s): Mathom House itself is the hall.
Tradeskill = Cooking.
Tradeskill Quest Giver: Baldwin Foxtail -- 33.4S, 75.5W
Hunting Quest Giver: Greylong Bottomley -- 33.4S, 75.5W
Hunting Quest Item: Mathoms -- drops ALL over from humanoid types (if it can drop a recipe or weapon, it can drop a mathom).
Wardens of Annuminas -- Tinnudir
Quest Levels: 35
Rep Hall/vendor(s): In the building by quest givers.
Tradeskill = Weaponsmith
Tradeskill Quest Giver: Cannasgam -- 12.1S, 68.0W
Hunting Quest Giver: Cannuion -- 12.1S, 68.0W
Hunting Quest Item: Tomb Raider Sashes from any Tomb Raiders.
Elves of Rivendell -- Rivendell
Quest Levels: 35
Rep Hall/vendor(s): 30.5S, 3.7W
Tradeskill = Scholar
Tradeskill Qust Giver: Cachunir -- Last Homely House, first floor right side of room sitting on bench.
Hunting Quest Giver: Inyl -- Leaning against post, chatting with Cachunir.
Hunting Quest Item: Signets of the Rhudaur (rings) from Corcur and wights in Trollshaws and Misty Mountains.
Rangers of Esteldin -- Esteldin
Quest Levels: 38
Rep Hall/vendor(s): Malenfang (vendor) 9.7S, 40.8W
Tradeskill = Tailor
Tradeskill Qust Giver: Techeron -- 9.7S, 40.6W
Hunting Quest Giver: Nethur -- 9.7S, 40.8W by the crafting area.
Hunting Quest Item: Orc Battle-medallions from orcs in Dol Dien.
Men of Bree -- Bree-town
Quest Levels: 42
Rep Hall/vendor(s): Bree-town -- 31.8S, 51.4W
Tradeskill = Woodworking.
Tradeskill Quest Giver: Maggie Smallwood -- 31.8S, 51.3W
Hunting Quest Giver: Tad Leafcutter -- 31.8S, 51.3W
Hunting Quest Item: Barrow-Treasures from Haudh Iarchith (new instance)
Council of the North-- Gath Forthnir, Angmar
Quest Levels: 45
Rep Hall/vendor(s): Hafgrim -- vendor -- next to milestone.
Tradeskill = Metalsmith
Tradeskill Qust Giver: Hroar -- outside door in southern hall (check map).
Hunting Quest Giver: Annabla -- by waterfall heading to north hall (check map).
Hunting Quest Item: Bone Amulets from things in Imlad Balchor (undead area in Angmar).
Thorin's Hall -- Thorin's Hall
Quest Levels: 46
Rep Hall/vendor(s): By waterfall in the western most part of town.
Tradeskill = Jeweler
Tradeskill Qust Giver: Israth -- at table by Torth chatting with him.
Hunting Quest Giver: Torth -- (pre-step quest) Guard-Captain Unnarr will send you to him and he's straight in the entrance to thorins hall. Torth is by the waterfalls
Hunting Quest Item: Dourhand Crests from Sarnur (instance).
There are more hunting quests but this is the basics -- example: first age relic the Dwarves from Sarnur, etc...
Labels:
Lord of the Rings
World of Warcraft - Netherwing Guide
Note: this guide is for people who are halfway decent at this game, the quests are easy enough so I'm not going to write out every detail
To start out, you MUST have 300 riding skill and a riding mount, as of right now flight form doesn't work from what I'm told (since you aren't mounted), you must also have done the quest to get your Netherwing rep to neutral.
First, you need to talk to Mordenai in Netherwing fields, he will send you to talk to the general of the Dragonmaw orcs at the Netherwing encampment. This encampment is located right on the first E of Netherwing Ledge.
There you will get several quests 2-4 daily quests based on how many gathering professions you have, and 1 repeatable quest. Daily quests are a new type of quest implemented with this patch, you can do each one once daily, but you can only do a max of 10 a day. This won't prevent you from doing the max possible quests for this chain each day, I'm guessing it's there to prevent you from grinding up for 2 mounts at once.
The quests you get are :
A Slow Death (Daily) 250 rep
Get 12 Fel Glands from the nether rays on netherwing ledge, use these along with the quest item you received to poison the orcs working all around the ledge.
Netherdust Pollen (Daily) 250 rep
This is the quest for herbalist, simple enough gather 40 pollens from the netherdust bushes found around the ledge. I don't know the names, but there is a similar quest for miners and skinners.
Netherwing crystal (Daily) 250 rep
Collect 40 Netherwing crystals, these drop off of the flayers on the ledge and any mobs in the mines south of the encampment. I personally had the best drop rates off of the fallen in the back of the mine, but different people reported better drop rates for different things.
Not so friendly skies (Daily)
Get 10 Netherwing relics from the Dragonmaw transporters flying between Netherwing ledge and the Dragonmaw Fortress. Land on one of the floating islands between the island and the mainland and use ranged attacks to pull the transporters to you. Pretty easy quest, though their aimed shot hits for a lot so if you see the bow come out for a long time try to stun them.
Great Netherwing egg hunt (Repeatable) 350 rep first turn in, 250 subsequent turn ins
This is the only completely repeatable quest there is, and it's to turn in a netherwing egg. These eggs can come from anywhere herbs, mining, mob drops, there are even eggs that spawn along the ridge that you can click on to loot. Sadly though, the drop rate on these is incredibly low, I probably only got 15 or so during the entire rep grind. I'm not sure how common the lootable ones will be once the servers are live, I think they take a while to spawn and the server wasn't usually up long enough for them to show up.
Repeat these quests until you get to friendly which opens up :
Overseeing and you: making the right choices 350 rep
Bring 10 knothide leather and 1 tyrannitor hide to the npc to have your weapon crafted. Tryanitor is the level 71 Trex in the far north dome in Netherstorm. Note: the hide is a drop, it is not skinned
This leads to :
The Booterang (not the right name) (Daily) 350 rep
You are given a booterang and have to discipline 20 dragonmaw peons with it. Pretty easy, just fly around and look for the peons that are either sleeping or are read and angry, the booterang is usable from your mount.
Picking up the pieces (Daily) 350 rep
Collect 15 Nethermine cargo from the mine. Easy enough, just run around looking for lootable mine carts.
Dragons are the least of our problems (Daily) 350 rep
Kill 15 Nethermine Flayers are 5 Nethermine Ravagers these aren't hard to find, second path from the left at the second split in the tracks at the mine (first split doesn't matter, both take you to the same place)
Crazed & confused 350 rep
I was kind of surprised that this wasn't daily, but anyway to get to the npc stay left while going through the mines, eventually you'll see a netherdrake, drop down and you'll see the quest npc as you exit that area. The quest is to kill 5 Miners and 1 Foreman, to get to them go to the place with the flayers mentioned in the quest above and head to the right when given the choice.
Do these until you get honored
Building a Soul Cannon 500 rep
Bring the guy at camp 2 felsteel bars, 1 adamantite frame, 1 khorium power core, and one quest item. You get the quest item in terrokar forest in the area above the horde base that you can only get to with a flying mount. There's a guy there who will summon 5 elementals of each element one at a time, after you kill each of them you get the item, all easily soloable.
This leads to :
Subduing the Subduer 500 rep
Ok this quest can be difficult if you don't know what to do. Basically you have to channel a spell from your gryphon onto xxx the subduer a 73 elite in twilight ridge in nagrand. What you have to do is keep far enough back from him, and dodge his bolts to eventually drain his life down, I found it easier to train him around the center of the camp keeping across the center from him at all times (note: height has nothing to do with melee range so don't try to just fly high enough that he won't melee you). The biggest problem with this quest is that if you die while you're on your gryphon your corpse stil floats in the air, and if it's too high up you have to gy rez. However, the graveyrard you are sent to when you die in this area does not have a spirit healer. -_- if your faction controls halaa you can rez there...we didn't so I had to run all the way back to terrokar since I couldn't remember where any nagrand gys were to save my life. Once you win you get to choose between 4 green quest rewards, none of which are very overwhelming.
Disrupting the Twiligth Generator (Daily) 500 rep
Kill any 20 of the mobs at the same place as the above quest.
Race quests 500 each for first 5, 1000 for 6th
At this level you also unlock the Race quests. Basically this is a series of 6 quests where you try to fly behind each of the riders and not get knocked off by the bombs/magic/meteors they throw at you. The first 5 aren't too bad once you learn how to avoid their attacks. The final race is either really rough or bugged at the moment, because if you aren't right on top of the guy he'll despawn. The others you could get a little range to dodge at least. Also a riding crop/pally aura makes this a lot easier since he's faster than you, reward is a +10% mount speed trinket.
Revered
The greatest trap ever (Daily) (3 man group)- 500 rep
You are told that you need to lead a group of dragonmaw to attack the aldor(scryer) base, once there you talk to a few npc's then start an attack. You will have 8 non elite npc's assisting you and 1 elite npc, your goal is to keep the elite npc alive while fending off all the dragonmaw. There are several waves of these guys so just try to dps them down as best you can. Right now the quest is bugged due to the fact that all the mobs are mounted so melee dps is kind of worthless against them. The battle takes place literally 3 steps from the graveyard so it isn't hard to just walk over and rez if you die.
Repeat these till exalted and enjoy your mount
To start out, you MUST have 300 riding skill and a riding mount, as of right now flight form doesn't work from what I'm told (since you aren't mounted), you must also have done the quest to get your Netherwing rep to neutral.
First, you need to talk to Mordenai in Netherwing fields, he will send you to talk to the general of the Dragonmaw orcs at the Netherwing encampment. This encampment is located right on the first E of Netherwing Ledge.
There you will get several quests 2-4 daily quests based on how many gathering professions you have, and 1 repeatable quest. Daily quests are a new type of quest implemented with this patch, you can do each one once daily, but you can only do a max of 10 a day. This won't prevent you from doing the max possible quests for this chain each day, I'm guessing it's there to prevent you from grinding up for 2 mounts at once.
The quests you get are :
A Slow Death (Daily) 250 rep
Get 12 Fel Glands from the nether rays on netherwing ledge, use these along with the quest item you received to poison the orcs working all around the ledge.
Netherdust Pollen (Daily) 250 rep
This is the quest for herbalist, simple enough gather 40 pollens from the netherdust bushes found around the ledge. I don't know the names, but there is a similar quest for miners and skinners.
Netherwing crystal (Daily) 250 rep
Collect 40 Netherwing crystals, these drop off of the flayers on the ledge and any mobs in the mines south of the encampment. I personally had the best drop rates off of the fallen in the back of the mine, but different people reported better drop rates for different things.
Not so friendly skies (Daily)
Get 10 Netherwing relics from the Dragonmaw transporters flying between Netherwing ledge and the Dragonmaw Fortress. Land on one of the floating islands between the island and the mainland and use ranged attacks to pull the transporters to you. Pretty easy quest, though their aimed shot hits for a lot so if you see the bow come out for a long time try to stun them.
Great Netherwing egg hunt (Repeatable) 350 rep first turn in, 250 subsequent turn ins
This is the only completely repeatable quest there is, and it's to turn in a netherwing egg. These eggs can come from anywhere herbs, mining, mob drops, there are even eggs that spawn along the ridge that you can click on to loot. Sadly though, the drop rate on these is incredibly low, I probably only got 15 or so during the entire rep grind. I'm not sure how common the lootable ones will be once the servers are live, I think they take a while to spawn and the server wasn't usually up long enough for them to show up.
Repeat these quests until you get to friendly which opens up :
Overseeing and you: making the right choices 350 rep
Bring 10 knothide leather and 1 tyrannitor hide to the npc to have your weapon crafted. Tryanitor is the level 71 Trex in the far north dome in Netherstorm. Note: the hide is a drop, it is not skinned
This leads to :
The Booterang (not the right name) (Daily) 350 rep
You are given a booterang and have to discipline 20 dragonmaw peons with it. Pretty easy, just fly around and look for the peons that are either sleeping or are read and angry, the booterang is usable from your mount.
Picking up the pieces (Daily) 350 rep
Collect 15 Nethermine cargo from the mine. Easy enough, just run around looking for lootable mine carts.
Dragons are the least of our problems (Daily) 350 rep
Kill 15 Nethermine Flayers are 5 Nethermine Ravagers these aren't hard to find, second path from the left at the second split in the tracks at the mine (first split doesn't matter, both take you to the same place)
Crazed & confused 350 rep
I was kind of surprised that this wasn't daily, but anyway to get to the npc stay left while going through the mines, eventually you'll see a netherdrake, drop down and you'll see the quest npc as you exit that area. The quest is to kill 5 Miners and 1 Foreman, to get to them go to the place with the flayers mentioned in the quest above and head to the right when given the choice.
Do these until you get honored
Building a Soul Cannon 500 rep
Bring the guy at camp 2 felsteel bars, 1 adamantite frame, 1 khorium power core, and one quest item. You get the quest item in terrokar forest in the area above the horde base that you can only get to with a flying mount. There's a guy there who will summon 5 elementals of each element one at a time, after you kill each of them you get the item, all easily soloable.
This leads to :
Subduing the Subduer 500 rep
Ok this quest can be difficult if you don't know what to do. Basically you have to channel a spell from your gryphon onto xxx the subduer a 73 elite in twilight ridge in nagrand. What you have to do is keep far enough back from him, and dodge his bolts to eventually drain his life down, I found it easier to train him around the center of the camp keeping across the center from him at all times (note: height has nothing to do with melee range so don't try to just fly high enough that he won't melee you). The biggest problem with this quest is that if you die while you're on your gryphon your corpse stil floats in the air, and if it's too high up you have to gy rez. However, the graveyrard you are sent to when you die in this area does not have a spirit healer. -_- if your faction controls halaa you can rez there...we didn't so I had to run all the way back to terrokar since I couldn't remember where any nagrand gys were to save my life. Once you win you get to choose between 4 green quest rewards, none of which are very overwhelming.
Disrupting the Twiligth Generator (Daily) 500 rep
Kill any 20 of the mobs at the same place as the above quest.
Race quests 500 each for first 5, 1000 for 6th
At this level you also unlock the Race quests. Basically this is a series of 6 quests where you try to fly behind each of the riders and not get knocked off by the bombs/magic/meteors they throw at you. The first 5 aren't too bad once you learn how to avoid their attacks. The final race is either really rough or bugged at the moment, because if you aren't right on top of the guy he'll despawn. The others you could get a little range to dodge at least. Also a riding crop/pally aura makes this a lot easier since he's faster than you, reward is a +10% mount speed trinket.
Revered
The greatest trap ever (Daily) (3 man group)- 500 rep
You are told that you need to lead a group of dragonmaw to attack the aldor(scryer) base, once there you talk to a few npc's then start an attack. You will have 8 non elite npc's assisting you and 1 elite npc, your goal is to keep the elite npc alive while fending off all the dragonmaw. There are several waves of these guys so just try to dps them down as best you can. Right now the quest is bugged due to the fact that all the mobs are mounted so melee dps is kind of worthless against them. The battle takes place literally 3 steps from the graveyard so it isn't hard to just walk over and rez if you die.
Repeat these till exalted and enjoy your mount
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World of Warcraft - Alchemy Guide 1-375
World of Warcraft Alchemy Overview
Alchemy is one of the most rewarding and profitable professions. Combined with herbalism, it can help you make gold, save gold, and the items produced from it are excellent boons to any class. Leveling Alchemy is fairly straightforward. This guide is designed to help you get from 1 to 375 Alchemy as quickly, inexpensively, and efficiently as possible.
At skill level 350 (and real level 68) an alchemist my choose to master a certain aspect of alchemy. The choices for Mastery are: Elixir, Potion, and Transmutation.
Elixir Masters gain the added privilege of being able to create multiple Elixirs and Flasks using only the materials required for one. There is no guarantee that creating an Elixir of Flask will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Potion Masters gain the added privilege of being able to create multiple Potions using only the materials required for one. There is no guarantee that creating an Potion will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Transmutation Masters gain the added privilege of being able to create multiple Transmutes using only the materials required for one. There is no guarantee that Transmuting something will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Discovery is another privilege enjoyed by alchemists. Any time you use your alchemy skill for transmutes, potions, elixirs or flasks, you have a chance at randomly discovering a recipe off of a specific recipe discovery list. The official word from WoW developers is that recipe discoveries are a “perk” to the class and that there is always a chance that an alchemist will never have a discovery. There is no guarantee. They also state that it is highly unlikely an alchemist will discover more than four recipes in a lifetime. Just a little something to remember: you can't count on them!
Without further ado, on to the leveling.
Required Materials
Material
Amount
Peacebloom
60
Silverleaf
60
Mageroyal
20
Briarthorn
90
Stranglekelp
50
Bruiseweed
35
Wild Steelbloom
10
Kingsblood
40
Liferoot
40
Goldthorn
50
Khadgar's Whisker
20
Sungrass
70
Blindweed
35
Arthas' Tears
25
Golden Sansam
80
Mountain Silversage
30
Felweed
60
Ragveil
40
Dreaming Glory
80
Nightmare Vine
40
Empty Vial
60
Leaded Vial
105
Crystal Vial
90
Imbued Vial
100
Leveling Tactics
Level Range
Item to Craft/Action
Approx. Amt. Req.
Notes
0
Train Apprentice Alchemy
Taught by: Tel'Athir (Stormwind), Vosu Brakthel (Ironforge), Cyndra Kindwhisper (Teldrassil), Daedal (Azuremyst Isle), Razia (Silvermoon), Whuut (Orgrimmar), Doctor Martin Felben (Undercity)
1-50
Minor Potion
60
-
50
Train Journeyman Alchemy
-
Taught by: Lilyssia Nightbreeze (Stormwind), Sylvanna Forestmoond (Darnassus), Lucc (Exodar), Tally Berryfizz (Ironforge), Camberon (Silvermoon), Marsh (Undercity), Yelmak (Orgrimmar)
50-110
Lesser Healing Potion
60
Use the Minor Healing Potions from earlier
110-125
Healing Potion
25
-
125
Train Expert Alchemy
-
Taught by: Ainethil (Darnassus), Doctor Herbert Halsey (Undercity)
125-140
Healing Potion
15
-
140-155
Lesser Mana Potion
15
-
155-185
Greater Healing Potion
30
-
185-200
Elixir of Agility
15
-
200
Train Artisan Alchemy
-
Taught by: Kylanna Windwhisper (Feralas, Alliance only), Rogvar (Swamp of Sorrows, Horde only)
200-210
Elixir of Agility
10
-
210-215
Elixir of Greater Defense
5
-
215-230
Superior Healing Potion
15
-
230-250
Elixir of Detect Undead
20
-
250-265
Elixir of Greater Agility
15
-
265-285
Superior Mana Potion
20
Purchase recipe from Ulthir (Darnassus) or Algernon (Undercity)
285-300
Major Healing Potion
15
Purchase Recipe from Evie Whirlbrew (Everlook, Winterspring)
300
Train Master Alchemy
-
Taught by: Alchemist Gribble (Honor Hold, Alliance only), Apothecary Antonivich (Thrallmar, Horde only), Lorokeem (Shattrath)
300-315
Volatile Healing Potion
20
-
315-330
Sneaking Potion
20
-
330-350
Super Healing Potion
20
-
350-375
Major Dreamless Sleep Potion
40
Purchase from Leeli Longhaggle (Allerian Stronghold, Terrokar Forest) or Daga Ramba (Thunderlord Stronghold, Blades Edge Mountains)
Alchemy is one of the most rewarding and profitable professions. Combined with herbalism, it can help you make gold, save gold, and the items produced from it are excellent boons to any class. Leveling Alchemy is fairly straightforward. This guide is designed to help you get from 1 to 375 Alchemy as quickly, inexpensively, and efficiently as possible.
At skill level 350 (and real level 68) an alchemist my choose to master a certain aspect of alchemy. The choices for Mastery are: Elixir, Potion, and Transmutation.
Elixir Masters gain the added privilege of being able to create multiple Elixirs and Flasks using only the materials required for one. There is no guarantee that creating an Elixir of Flask will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Potion Masters gain the added privilege of being able to create multiple Potions using only the materials required for one. There is no guarantee that creating an Potion will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Transmutation Masters gain the added privilege of being able to create multiple Transmutes using only the materials required for one. There is no guarantee that Transmuting something will “proc” multiples, but in the event that it does happen, it can create anywhere from 2-5 using no more materials than required for one.
Discovery is another privilege enjoyed by alchemists. Any time you use your alchemy skill for transmutes, potions, elixirs or flasks, you have a chance at randomly discovering a recipe off of a specific recipe discovery list. The official word from WoW developers is that recipe discoveries are a “perk” to the class and that there is always a chance that an alchemist will never have a discovery. There is no guarantee. They also state that it is highly unlikely an alchemist will discover more than four recipes in a lifetime. Just a little something to remember: you can't count on them!
Without further ado, on to the leveling.
Required Materials
Material
Amount
Peacebloom
60
Silverleaf
60
Mageroyal
20
Briarthorn
90
Stranglekelp
50
Bruiseweed
35
Wild Steelbloom
10
Kingsblood
40
Liferoot
40
Goldthorn
50
Khadgar's Whisker
20
Sungrass
70
Blindweed
35
Arthas' Tears
25
Golden Sansam
80
Mountain Silversage
30
Felweed
60
Ragveil
40
Dreaming Glory
80
Nightmare Vine
40
Empty Vial
60
Leaded Vial
105
Crystal Vial
90
Imbued Vial
100
Leveling Tactics
Level Range
Item to Craft/Action
Approx. Amt. Req.
Notes
0
Train Apprentice Alchemy
Taught by: Tel'Athir (Stormwind), Vosu Brakthel (Ironforge), Cyndra Kindwhisper (Teldrassil), Daedal (Azuremyst Isle), Razia (Silvermoon), Whuut (Orgrimmar), Doctor Martin Felben (Undercity)
1-50
Minor Potion
60
-
50
Train Journeyman Alchemy
-
Taught by: Lilyssia Nightbreeze (Stormwind), Sylvanna Forestmoond (Darnassus), Lucc (Exodar), Tally Berryfizz (Ironforge), Camberon (Silvermoon), Marsh (Undercity), Yelmak (Orgrimmar)
50-110
Lesser Healing Potion
60
Use the Minor Healing Potions from earlier
110-125
Healing Potion
25
-
125
Train Expert Alchemy
-
Taught by: Ainethil (Darnassus), Doctor Herbert Halsey (Undercity)
125-140
Healing Potion
15
-
140-155
Lesser Mana Potion
15
-
155-185
Greater Healing Potion
30
-
185-200
Elixir of Agility
15
-
200
Train Artisan Alchemy
-
Taught by: Kylanna Windwhisper (Feralas, Alliance only), Rogvar (Swamp of Sorrows, Horde only)
200-210
Elixir of Agility
10
-
210-215
Elixir of Greater Defense
5
-
215-230
Superior Healing Potion
15
-
230-250
Elixir of Detect Undead
20
-
250-265
Elixir of Greater Agility
15
-
265-285
Superior Mana Potion
20
Purchase recipe from Ulthir (Darnassus) or Algernon (Undercity)
285-300
Major Healing Potion
15
Purchase Recipe from Evie Whirlbrew (Everlook, Winterspring)
300
Train Master Alchemy
-
Taught by: Alchemist Gribble (Honor Hold, Alliance only), Apothecary Antonivich (Thrallmar, Horde only), Lorokeem (Shattrath)
300-315
Volatile Healing Potion
20
-
315-330
Sneaking Potion
20
-
330-350
Super Healing Potion
20
-
350-375
Major Dreamless Sleep Potion
40
Purchase from Leeli Longhaggle (Allerian Stronghold, Terrokar Forest) or Daga Ramba (Thunderlord Stronghold, Blades Edge Mountains)
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World of Warcraft - joanas tauran/undead guide
UNDEAD
1-12 Tirisfal Glades
01) Speed Level of the Forsaken (performed by warlock)
02) Run out of the crypt.
03) Accept "Rude Awakening"
04) Run down to the small town and turn in "Rude Awakening" at Shadow Priest Sarvis.
05) Accept "The Mindless Ones"
06) Accept "Piercing the Veil" (warlock quest)
07) Complete "The Mindless Ones" along with "Piercing the Veil" and turn them in.
0 Accept "Rattling the Rattlecages", "Tainted Scroll", and "The Damned"
09) Turn in "Tainted Scroll" and get your training.
10) Complete "The Damned" along with "Rattling the Rattlecages" and turn them in
11) Accept "Marla's Last Wish"
12) Outside the church, accept "Night Web's Hollow" and "Scavenging Deathknell"
13) Go north to the cave and do "Night Web's Hollow"
14) Go due east and kill Samuel Fipps to get Samuel's Remains.
15) Complete "Scavenging Deathknell" by picking up the crates scattered throughout the area.
16) Turn in "Scavenging Deathknell"
17) Bury Samuel's remains in the grave behind the church (not in the area of the starting crypt)
1 Turn in "Marla's Last Wish" and "Night Web's Hollow"
19) Accept "The Scarlet Crusade" and go do it.
20) Turn in "The Scarlet Crusade" Accept "The Red Messenger"
21) Go do "The Red Messenger"
22) Turn in "The Red Messenger" Accept "Vital Intelligence"
23) Run to the north of Death Knell and accept "A Rogue's Deal"
24) Leave Deathknell, and accept "Fields of Grief" but don't do it now.
25) Go east towards Brill. When you come across Gordo, accept "Gordo's Task"
26) When you reach Brill accept "A Putrid Task"
27) Turn in "Vital Intelligence" Accept "At War With The Scarlet Crusade"
2 Go turn in "A Rogue's Deal" at the inn and make Brill your home.
29) You should be level 6 by now. Get your new abilities.
30) Train First Aid.
31) Train Herbalism (to help with some quests). You can always abandon the profession later if you don't want it.
32) Go to Apothecary Johann in the house near the herbalism trainer and accept "A New Plague"
33) Go west and complete "A New Plague", "A Putrid Task", and "Gordo's Task"
34) Go further west, back to Death Knell and accept "A Rogue's Deal" Knock out the rogue, and turn in the quest.
35) Leave Deathknell and go further west. Complete "Fields of Grief" and "At War With The Scarlet Crusade"
36) Hearth to Brill.
37) Accept "Deaths in the Family" and "The Haunted Mills"
3 Go upstairs and accept "The Chill of Death"
39) Turn in "Fields of Grief" and "A New Plague" Accept "Fields of Grief" (pt2) and "A New Plague" (pt2)
40) Turn in "At War With The Scarlet Crusade" Accept "At War With The Scarlet Crusade" (pt2)
41) Accept "Proof of Demise"
42) Turn in "A Putrid Task" Accept "The Mills Overrun"
43) Accept "Graverobbers" from Magistrate Sevren in the town hall.
44) Accept "WANTED: Maggot Eye" at the poster.
45) Go back to the inn and turn in "Fields of Grief" in the basement.
46) Go north into the graveyard and turn in "Gordo's Task" Accept "Doom Weed"
47) Go further north and complete "Graverobbers", "Doom Weed", "WANTED: Maggot Eye", "A New Plague"
4 Kill duskbats whenever you see them for "The Chill of Death"
49) Return to Brill, stopping at the Graveyard to turn in "Doom Weed"
50) Turn in "A New Plague", Accept "A New Plague" (pt3)
51) Turn in "Graverobbers" Accept "Forsaken Duties" and "The Prodigal Lich"
52) Get your training.
53) Run to the Agamand Mills and do "The Mills Overrun" "The Haunted Mills" and "Deaths in the Family"
54) If A Letter to Yvette drops right click it to accept "A Letter Undelivered"
55) Once all those are done, hearth to Brill.
56) Turn in "Deaths in the Family" and "The Haunted Mills" Accept "Speak with Sevren"
57) Turn in "A Letter Undelivered"
5 Turn in "Speak with Sevren" Accept "The Family Crypt"
59) Turn in "The Mills Overrun"
60) Go southeast of Brill and turn in "Forsaken Duties" Accept "Return To The Magistrate" and "Rear Guard Patrol"
61) Go do "Rear Guard Patrol" Finish off "The Chill of Death" if you haven't already.
62) Turn in "Rear Guard Patrol", then go back to Brill and turn in "Return to the Magistrate", "The Chill of Death"
63) Grind to 10 if you are not 10 already. Get your new abilities. Accept "Halgar's Summons" (Warlock quest)
64) Go into the Undercity.
65) Go to the magic quarter. Turn in "The Prodigal Lich" Accept "The Lich's Identity"
66) Turn in "Halgar's Summons" Accept "Creature of the Void"
67) Leave Undercity through the sewers. Do "At War With the Scarlet Crusade" along with "Proof of Demise" and "Creature of the Void"
6 Return through the sewers to turn in "Creature of the Void"
69) Accept "The Binding" (warlock quest) Summon a voidwalker and defeat it at the summoning circle, and turn it in for your Summon Voidwalker spell.
70) Leave Undercity by the main entrance and run to Brill.
71) Turn in "At War With The Scarlet Crusade" Accept "At War With The Scarlet Cruade" (pt3) You are probably not done "Proof of Demise" yet, but there will be other scarlets
72) Go do "The Lich's Identity" Grab the book off the table in the island.
73) Then run further east to do "At War With The Scarlet Crusade" along with "A New Plague"
74) Hearth to Brill
75) Turn in "At War With the Scarlet Crusade" Accept "At War With The Scarlet Crusade" again.
76) Turn in "A New Plague" Accept it again and turn it in at the dwarf in the basement of the inn. Decline "Letter to Silverpine" if you intend to link to Barrens by level 12.
77) Run to Undercity and turn in "The Lich's Identity" Accept "Return the Book"
7 Leave Undercity, run to the island and turn in "Return the Book" Accept "Proving Allegiance"
79) Take a candle from a crate, and go do "Proving Allegiance"
80) Turn in "Proving Allegiance" Accept "The Prodigal Lich Returns"
81) Go northeast and do "At War With The Scarlet Crusade" Be sure to complete "Proof of Demise" at this point if it is not complete already.
82) Return to Brill and turn in "At War With The Scarlet Crusade" and "Proof of Demise"
83) Go back to the Agamand Mills and do "The Family Crypt"
84) Return to Brill and turn in "The Family Crypt"
85) Enter Undercity and turn in "The Prodigal Lich Returns"
86) Get your training for level 12, and train Staffs (and swords if you want them) if you haven't already.
87) Get on the zeppelin to go to Orgrimmar.
8 Get the Orgrimmar flight path.
89) Go south to Razor Hill and accept "Conscript of the Horde"
90) Head west to the Barrens and turn in "Crossroads Conscription" Accept it again.
91) Run to the Crossroads and turn in "Crossroads Conscription"
TAUREN
1-12 Mulgore
01) Speed level of the Tauren. Performed using a hunter.
02) Accept, complete, and turn in "The Hunt Begins"
03) Accept "Etched Note" and "The Hunt Continues" Run into the chief's tent and accept "A Humble Task"
04) Turn in "Etched Note" and get your training
05) Turn in "A Humble Task" Accept it again. Grab a water jug and run back to the camp.
06) Turn in "A Humble Task" Accept "Rites of the Earthmother"
07) Go south and do "The Hunt Continues"
0 When it is complete, turn in "Rites of the Earthmother" Accept "Rite of Strength"
09) Run back and turn in "The Hunt Continues" Accept "The Battleboars"
10) Accept "Break Sharptusk!"
11) Empty your inventory as much as possible and get ready for a long quest...
12) Go east and do "The Battleboars", "Rite of Strength", and "Break Sharptusk!"
13) Hearth
14) Turn in "The Battleboars", "Break Sharptusk!" and "Rite of Strength" Accept "Rites of the Earthmother" pt2.
15) Run down the road and accept "A Task Unfinished"
16) Grind your way to Bloodhoof Village. You should be level 6 by the time you arrive.
17) Turn in "Rites of the Earthmother" Accept "Sharing the Land", "Rite of Vision", and "Dwarven Digging"
1 Go to the inn and turn in "A Task Unfinished" Make Bloodhoof Village your home.
19) Also accept "Dangers of the Windfury", "Swoop Hunting", "Mazzranache", and "Poison Water"
20) Turn in "Rite of Vision" and accept it again.
21) Go do "Sharing the Land" along with "Poison Water" Try to kill any swoops you see for "Swoop hunting"
22) You will be collecting the items for "Mazzranache" as you do other quests
23) Try to pick up some acorns for the "Rite of Vision"
24) Turn in "Sharing the Land" and "Poison Water" Accept "Winterhoof Cleansing"
25) Go do "Winterhoof Cleansing" and finish "Rite of Vision" by picking up two well stones.
26) Turn in "Winterhoof Cleansing" Accept "Thunderhorn Totem"
27) Turn in "Rite of Vision"
2 Accept "Rite of Vision" again
29) Take a drink at the fire, and follow the plains vision. Or, if you don't want to follow the plains vision just turn in the quest at co-ords 34.36
30) There are two elites that occasionally patrol the area you will be crossing to turn in "Rite of Vision" Avoid them.
31) Once you have turned in "Rite of Vision" Accept "Rite of Wisdom"
32) Leave the cave and go south. Do "Thunderhorn Totem" and "Dwarven Digging" Finish off "Swoop Hunting" as well.
33) Get the remaining items for "Mazzranache"
34) Turn in all quests at Bloodhoof Village
35) If you couldn't get to a forge to break the digging tools, just save them for now.
36) Accept "Thunderhorn Cleansing" Do it and turn it in. Accept "Wildmane Totem"
37) Go east and accept "The Ravaged Caravan" Go north, complete it, and turn it in. Accept "The Venture Co." and "Supervisor Fizsprocket"
3 Go east, almost to Barrens, and complete "Dangers of the Windfury" And kill Prairie Wolf Alphas for "Wildmane Totem"
39) You should be level 10 by now. Return to Bloodhoof and turn in "Wildmane Totem" Accept "Wildmane Cleansing"
40) Accept "The Hunter's Path" Tame the adult plainstrider and the swoop north of Bloodhoof Village. Go east for the prairie wolf.
41) When this is complete, tame a Prarie Wolf Alpha for Bite rank 2. This will be your primary pet (ignore instruction to tame Savannah Huntress later)
42) ...unless you are lucky and find The Rake, at some point, in which case abandon your pet without hesitation and tame The Rake.
43) (if you tame The Rake ignore any instruction to change your primary pet to Savannah Huntress or Stranglethorn Tiger)
44) Accept "Taming the Beast"
45) Accept "The Hunter's Way" (this is NOT a hunter quest)
46) Go to Thunder Bluff and accept "Preparation for Ceremony" when you arrive.
47) Turn in "Taming the Beast" at the trainer.
4 Go north of Thunder Bluff and complete "The Hunter's Way"
49) Go east to the Red Rocks and accept "A Sacred Burial" Then go do "A Sacred Burial" along with "Rite of Wisdom"
50) Turn in "A Sacred Burial" Go kill the harpies north of Red Rocks for "Preparation for Ceremony"
51) If you run out of harpies, grind to the other side of Thunder Bluff and kill the harpies there.
52) Go back into Thunder Bluff, turn in "Preparation for Ceremony"
53) Turn in "The Hunter's Way" and accept "Segra Darkthorn"
54) Turn in "Rite of Wisdom" at Cairne Bloodhoof. Accept "Rites of the Earthmother"
55) Leave Thunder Bluff and keep an eye out for the following creatures...
56) Mazzranache; if you kill him get the item and accept the quest.
57) Ghost Howl; if you kill him get the item and accept the quest.
5 Arra'chea: Kill Arra'chea for the quest "Rites of the Earthmother"
59) When Arra'chea is dead, return to Thunder Bluff and turn it in. Accept followup quest
60) Also, go to the archdruid on elder rise and accept "The Barrens Oases"
61) Hearth to Bloodhoof Village
62) Turn in all quests.
63) Run to the Venture Co. cave and kill Supervisor Fizsprocket
64) Go to the tauren on the road and turn in "The Venture Co." and "Supervisor Fizsprocket"
65) Run to Barrens. Get flight path at Camp Taurajo
66) Turn in the quest, accept "To the Crossroads"
67) Run to Crossroads. Turn in all quests, and get the flight path.
6 Run to Orgrimmar to get Bow Training.
69) After getting weapon training in Org, fly back to Crossroads and continue from there.
1-12 Tirisfal Glades
01) Speed Level of the Forsaken (performed by warlock)
02) Run out of the crypt.
03) Accept "Rude Awakening"
04) Run down to the small town and turn in "Rude Awakening" at Shadow Priest Sarvis.
05) Accept "The Mindless Ones"
06) Accept "Piercing the Veil" (warlock quest)
07) Complete "The Mindless Ones" along with "Piercing the Veil" and turn them in.
0 Accept "Rattling the Rattlecages", "Tainted Scroll", and "The Damned"
09) Turn in "Tainted Scroll" and get your training.
10) Complete "The Damned" along with "Rattling the Rattlecages" and turn them in
11) Accept "Marla's Last Wish"
12) Outside the church, accept "Night Web's Hollow" and "Scavenging Deathknell"
13) Go north to the cave and do "Night Web's Hollow"
14) Go due east and kill Samuel Fipps to get Samuel's Remains.
15) Complete "Scavenging Deathknell" by picking up the crates scattered throughout the area.
16) Turn in "Scavenging Deathknell"
17) Bury Samuel's remains in the grave behind the church (not in the area of the starting crypt)
1 Turn in "Marla's Last Wish" and "Night Web's Hollow"
19) Accept "The Scarlet Crusade" and go do it.
20) Turn in "The Scarlet Crusade" Accept "The Red Messenger"
21) Go do "The Red Messenger"
22) Turn in "The Red Messenger" Accept "Vital Intelligence"
23) Run to the north of Death Knell and accept "A Rogue's Deal"
24) Leave Deathknell, and accept "Fields of Grief" but don't do it now.
25) Go east towards Brill. When you come across Gordo, accept "Gordo's Task"
26) When you reach Brill accept "A Putrid Task"
27) Turn in "Vital Intelligence" Accept "At War With The Scarlet Crusade"
2 Go turn in "A Rogue's Deal" at the inn and make Brill your home.
29) You should be level 6 by now. Get your new abilities.
30) Train First Aid.
31) Train Herbalism (to help with some quests). You can always abandon the profession later if you don't want it.
32) Go to Apothecary Johann in the house near the herbalism trainer and accept "A New Plague"
33) Go west and complete "A New Plague", "A Putrid Task", and "Gordo's Task"
34) Go further west, back to Death Knell and accept "A Rogue's Deal" Knock out the rogue, and turn in the quest.
35) Leave Deathknell and go further west. Complete "Fields of Grief" and "At War With The Scarlet Crusade"
36) Hearth to Brill.
37) Accept "Deaths in the Family" and "The Haunted Mills"
3 Go upstairs and accept "The Chill of Death"
39) Turn in "Fields of Grief" and "A New Plague" Accept "Fields of Grief" (pt2) and "A New Plague" (pt2)
40) Turn in "At War With The Scarlet Crusade" Accept "At War With The Scarlet Crusade" (pt2)
41) Accept "Proof of Demise"
42) Turn in "A Putrid Task" Accept "The Mills Overrun"
43) Accept "Graverobbers" from Magistrate Sevren in the town hall.
44) Accept "WANTED: Maggot Eye" at the poster.
45) Go back to the inn and turn in "Fields of Grief" in the basement.
46) Go north into the graveyard and turn in "Gordo's Task" Accept "Doom Weed"
47) Go further north and complete "Graverobbers", "Doom Weed", "WANTED: Maggot Eye", "A New Plague"
4 Kill duskbats whenever you see them for "The Chill of Death"
49) Return to Brill, stopping at the Graveyard to turn in "Doom Weed"
50) Turn in "A New Plague", Accept "A New Plague" (pt3)
51) Turn in "Graverobbers" Accept "Forsaken Duties" and "The Prodigal Lich"
52) Get your training.
53) Run to the Agamand Mills and do "The Mills Overrun" "The Haunted Mills" and "Deaths in the Family"
54) If A Letter to Yvette drops right click it to accept "A Letter Undelivered"
55) Once all those are done, hearth to Brill.
56) Turn in "Deaths in the Family" and "The Haunted Mills" Accept "Speak with Sevren"
57) Turn in "A Letter Undelivered"
5 Turn in "Speak with Sevren" Accept "The Family Crypt"
59) Turn in "The Mills Overrun"
60) Go southeast of Brill and turn in "Forsaken Duties" Accept "Return To The Magistrate" and "Rear Guard Patrol"
61) Go do "Rear Guard Patrol" Finish off "The Chill of Death" if you haven't already.
62) Turn in "Rear Guard Patrol", then go back to Brill and turn in "Return to the Magistrate", "The Chill of Death"
63) Grind to 10 if you are not 10 already. Get your new abilities. Accept "Halgar's Summons" (Warlock quest)
64) Go into the Undercity.
65) Go to the magic quarter. Turn in "The Prodigal Lich" Accept "The Lich's Identity"
66) Turn in "Halgar's Summons" Accept "Creature of the Void"
67) Leave Undercity through the sewers. Do "At War With the Scarlet Crusade" along with "Proof of Demise" and "Creature of the Void"
6 Return through the sewers to turn in "Creature of the Void"
69) Accept "The Binding" (warlock quest) Summon a voidwalker and defeat it at the summoning circle, and turn it in for your Summon Voidwalker spell.
70) Leave Undercity by the main entrance and run to Brill.
71) Turn in "At War With The Scarlet Crusade" Accept "At War With The Scarlet Cruade" (pt3) You are probably not done "Proof of Demise" yet, but there will be other scarlets
72) Go do "The Lich's Identity" Grab the book off the table in the island.
73) Then run further east to do "At War With The Scarlet Crusade" along with "A New Plague"
74) Hearth to Brill
75) Turn in "At War With the Scarlet Crusade" Accept "At War With The Scarlet Crusade" again.
76) Turn in "A New Plague" Accept it again and turn it in at the dwarf in the basement of the inn. Decline "Letter to Silverpine" if you intend to link to Barrens by level 12.
77) Run to Undercity and turn in "The Lich's Identity" Accept "Return the Book"
7 Leave Undercity, run to the island and turn in "Return the Book" Accept "Proving Allegiance"
79) Take a candle from a crate, and go do "Proving Allegiance"
80) Turn in "Proving Allegiance" Accept "The Prodigal Lich Returns"
81) Go northeast and do "At War With The Scarlet Crusade" Be sure to complete "Proof of Demise" at this point if it is not complete already.
82) Return to Brill and turn in "At War With The Scarlet Crusade" and "Proof of Demise"
83) Go back to the Agamand Mills and do "The Family Crypt"
84) Return to Brill and turn in "The Family Crypt"
85) Enter Undercity and turn in "The Prodigal Lich Returns"
86) Get your training for level 12, and train Staffs (and swords if you want them) if you haven't already.
87) Get on the zeppelin to go to Orgrimmar.
8 Get the Orgrimmar flight path.
89) Go south to Razor Hill and accept "Conscript of the Horde"
90) Head west to the Barrens and turn in "Crossroads Conscription" Accept it again.
91) Run to the Crossroads and turn in "Crossroads Conscription"
TAUREN
1-12 Mulgore
01) Speed level of the Tauren. Performed using a hunter.
02) Accept, complete, and turn in "The Hunt Begins"
03) Accept "Etched Note" and "The Hunt Continues" Run into the chief's tent and accept "A Humble Task"
04) Turn in "Etched Note" and get your training
05) Turn in "A Humble Task" Accept it again. Grab a water jug and run back to the camp.
06) Turn in "A Humble Task" Accept "Rites of the Earthmother"
07) Go south and do "The Hunt Continues"
0 When it is complete, turn in "Rites of the Earthmother" Accept "Rite of Strength"
09) Run back and turn in "The Hunt Continues" Accept "The Battleboars"
10) Accept "Break Sharptusk!"
11) Empty your inventory as much as possible and get ready for a long quest...
12) Go east and do "The Battleboars", "Rite of Strength", and "Break Sharptusk!"
13) Hearth
14) Turn in "The Battleboars", "Break Sharptusk!" and "Rite of Strength" Accept "Rites of the Earthmother" pt2.
15) Run down the road and accept "A Task Unfinished"
16) Grind your way to Bloodhoof Village. You should be level 6 by the time you arrive.
17) Turn in "Rites of the Earthmother" Accept "Sharing the Land", "Rite of Vision", and "Dwarven Digging"
1 Go to the inn and turn in "A Task Unfinished" Make Bloodhoof Village your home.
19) Also accept "Dangers of the Windfury", "Swoop Hunting", "Mazzranache", and "Poison Water"
20) Turn in "Rite of Vision" and accept it again.
21) Go do "Sharing the Land" along with "Poison Water" Try to kill any swoops you see for "Swoop hunting"
22) You will be collecting the items for "Mazzranache" as you do other quests
23) Try to pick up some acorns for the "Rite of Vision"
24) Turn in "Sharing the Land" and "Poison Water" Accept "Winterhoof Cleansing"
25) Go do "Winterhoof Cleansing" and finish "Rite of Vision" by picking up two well stones.
26) Turn in "Winterhoof Cleansing" Accept "Thunderhorn Totem"
27) Turn in "Rite of Vision"
2 Accept "Rite of Vision" again
29) Take a drink at the fire, and follow the plains vision. Or, if you don't want to follow the plains vision just turn in the quest at co-ords 34.36
30) There are two elites that occasionally patrol the area you will be crossing to turn in "Rite of Vision" Avoid them.
31) Once you have turned in "Rite of Vision" Accept "Rite of Wisdom"
32) Leave the cave and go south. Do "Thunderhorn Totem" and "Dwarven Digging" Finish off "Swoop Hunting" as well.
33) Get the remaining items for "Mazzranache"
34) Turn in all quests at Bloodhoof Village
35) If you couldn't get to a forge to break the digging tools, just save them for now.
36) Accept "Thunderhorn Cleansing" Do it and turn it in. Accept "Wildmane Totem"
37) Go east and accept "The Ravaged Caravan" Go north, complete it, and turn it in. Accept "The Venture Co." and "Supervisor Fizsprocket"
3 Go east, almost to Barrens, and complete "Dangers of the Windfury" And kill Prairie Wolf Alphas for "Wildmane Totem"
39) You should be level 10 by now. Return to Bloodhoof and turn in "Wildmane Totem" Accept "Wildmane Cleansing"
40) Accept "The Hunter's Path" Tame the adult plainstrider and the swoop north of Bloodhoof Village. Go east for the prairie wolf.
41) When this is complete, tame a Prarie Wolf Alpha for Bite rank 2. This will be your primary pet (ignore instruction to tame Savannah Huntress later)
42) ...unless you are lucky and find The Rake, at some point, in which case abandon your pet without hesitation and tame The Rake.
43) (if you tame The Rake ignore any instruction to change your primary pet to Savannah Huntress or Stranglethorn Tiger)
44) Accept "Taming the Beast"
45) Accept "The Hunter's Way" (this is NOT a hunter quest)
46) Go to Thunder Bluff and accept "Preparation for Ceremony" when you arrive.
47) Turn in "Taming the Beast" at the trainer.
4 Go north of Thunder Bluff and complete "The Hunter's Way"
49) Go east to the Red Rocks and accept "A Sacred Burial" Then go do "A Sacred Burial" along with "Rite of Wisdom"
50) Turn in "A Sacred Burial" Go kill the harpies north of Red Rocks for "Preparation for Ceremony"
51) If you run out of harpies, grind to the other side of Thunder Bluff and kill the harpies there.
52) Go back into Thunder Bluff, turn in "Preparation for Ceremony"
53) Turn in "The Hunter's Way" and accept "Segra Darkthorn"
54) Turn in "Rite of Wisdom" at Cairne Bloodhoof. Accept "Rites of the Earthmother"
55) Leave Thunder Bluff and keep an eye out for the following creatures...
56) Mazzranache; if you kill him get the item and accept the quest.
57) Ghost Howl; if you kill him get the item and accept the quest.
5 Arra'chea: Kill Arra'chea for the quest "Rites of the Earthmother"
59) When Arra'chea is dead, return to Thunder Bluff and turn it in. Accept followup quest
60) Also, go to the archdruid on elder rise and accept "The Barrens Oases"
61) Hearth to Bloodhoof Village
62) Turn in all quests.
63) Run to the Venture Co. cave and kill Supervisor Fizsprocket
64) Go to the tauren on the road and turn in "The Venture Co." and "Supervisor Fizsprocket"
65) Run to Barrens. Get flight path at Camp Taurajo
66) Turn in the quest, accept "To the Crossroads"
67) Run to Crossroads. Turn in all quests, and get the flight path.
6 Run to Orgrimmar to get Bow Training.
69) After getting weapon training in Org, fly back to Crossroads and continue from there.
Labels:
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WOW
World of Warcraft - Blacksmithing 1-300, how to get to 1-300 fast
heres wut items u need first
105 Rough stones
50 Coarse stones
75-90 Heavy stones
440 Solid stones
10-14 Dense stones
5-8 Silver bars
270-300 Bronze bars
100-120 Iron bars
305-340 Steel bars
540-600 Thorium bars
120-140 Mithril bars
25-30 Lesser Moonstones
20-26 Blue Power Crystals
80-100 Yellow Power Crystals
20-26 Star Rubies
ok now for apprentice
Make 25 Rough Sharpening Stone (1 per)
You should be at least 25
Train Rough Grinding Stone
Make 40 Rough Grinding Stones (1 per) (You will need at least 10 of these later - save them all)
You should be at least 65
Train Coarse Sharpening Stones
Make 10 Coarse Sharpening Stones (1 per) (You will need at least 50 of these later - you'll make more shortly)
You should be at least 75
now journeyman
Train Coarse Grinding Stone
Make 25 Coarse Grinding Stones (1 per) (You will need at least 50 of these later - you can not get above skill 100 with this craft)
You should be at least 100
Train Silver Rod
Create 5 Silver Rods from 5 Silver Bars and 10 Rough Grinding Stones
You should be at least 105
Train Rough Bronze Leggins
Create 20 Rough Bronze Leggings from 120 Bronze Bars
You should be at least 125
Train Heavy Grinding Stone
Create 25 Heavy Grinding Stones (3 per) (You will need at least 10 of these later)
You should be at least 150
now expert
Learn Rough Bronze Legging
Create 25 Rough Bronze Leggings from 150 Bronze Bars
You should be at least 175
Learn Iron Counterweight
Make 25 Iron Counterweights from 100 Iron Bars, 50 Coarse Grinding Stones and 25 Lesser Moonstones
You should be at least 200
Learn Solid Grinding Stone
Make 110 Solid Grinding Stones (4 per) (You will need all 110 of these later, even though you will only gain 10 levels from this)
You should be at least 210
Learn Golden Scale Bracers
Create 5 Golden Scale Bracers from 25 Steel Bars and 10 Heavy Grinding Stones
You should be at least 215
Learn Steel Plate Helm
Create 10 Steel Plate Helm 140 Steel Bars and 10 Solid Grinding Stones
You should be at least 225
now artisan
Learn Steel Plate Helm
Create 10 Steel Plate Helm 140 Steel Bars and 10 Solid Grinding Stones
You should be at least 235
Learn Mithril Spurs
Create 15 Mithril Spurs from 60 Mithril Bars and 45 Solid Grinding Stones
You should be at least 250
Learn Dense Sharpening Stone
Make 10 Dense Sharpening Stone (1 per)
You should be at least 260
Learn Mithril Spurs
Create 15 Mithril Spurs from 60 Mithril Bars and 45 Solid Grinding Stones
You should be at least 275
Learn Thorium Bracers
Create 5 Thorium Bracers from 60 Thorium Bars and 20 Blue Power Crystals
You should be at least 280
Learn Thorium Helm
Create 20 Thorium Helm from 480 Thorium, 20 Star Rubies and 80 Yellow Power Crystals
Congratulations you are a level 300 Blacksmith!
105 Rough stones
50 Coarse stones
75-90 Heavy stones
440 Solid stones
10-14 Dense stones
5-8 Silver bars
270-300 Bronze bars
100-120 Iron bars
305-340 Steel bars
540-600 Thorium bars
120-140 Mithril bars
25-30 Lesser Moonstones
20-26 Blue Power Crystals
80-100 Yellow Power Crystals
20-26 Star Rubies
ok now for apprentice
Make 25 Rough Sharpening Stone (1 per)
You should be at least 25
Train Rough Grinding Stone
Make 40 Rough Grinding Stones (1 per) (You will need at least 10 of these later - save them all)
You should be at least 65
Train Coarse Sharpening Stones
Make 10 Coarse Sharpening Stones (1 per) (You will need at least 50 of these later - you'll make more shortly)
You should be at least 75
now journeyman
Train Coarse Grinding Stone
Make 25 Coarse Grinding Stones (1 per) (You will need at least 50 of these later - you can not get above skill 100 with this craft)
You should be at least 100
Train Silver Rod
Create 5 Silver Rods from 5 Silver Bars and 10 Rough Grinding Stones
You should be at least 105
Train Rough Bronze Leggins
Create 20 Rough Bronze Leggings from 120 Bronze Bars
You should be at least 125
Train Heavy Grinding Stone
Create 25 Heavy Grinding Stones (3 per) (You will need at least 10 of these later)
You should be at least 150
now expert
Learn Rough Bronze Legging
Create 25 Rough Bronze Leggings from 150 Bronze Bars
You should be at least 175
Learn Iron Counterweight
Make 25 Iron Counterweights from 100 Iron Bars, 50 Coarse Grinding Stones and 25 Lesser Moonstones
You should be at least 200
Learn Solid Grinding Stone
Make 110 Solid Grinding Stones (4 per) (You will need all 110 of these later, even though you will only gain 10 levels from this)
You should be at least 210
Learn Golden Scale Bracers
Create 5 Golden Scale Bracers from 25 Steel Bars and 10 Heavy Grinding Stones
You should be at least 215
Learn Steel Plate Helm
Create 10 Steel Plate Helm 140 Steel Bars and 10 Solid Grinding Stones
You should be at least 225
now artisan
Learn Steel Plate Helm
Create 10 Steel Plate Helm 140 Steel Bars and 10 Solid Grinding Stones
You should be at least 235
Learn Mithril Spurs
Create 15 Mithril Spurs from 60 Mithril Bars and 45 Solid Grinding Stones
You should be at least 250
Learn Dense Sharpening Stone
Make 10 Dense Sharpening Stone (1 per)
You should be at least 260
Learn Mithril Spurs
Create 15 Mithril Spurs from 60 Mithril Bars and 45 Solid Grinding Stones
You should be at least 275
Learn Thorium Bracers
Create 5 Thorium Bracers from 60 Thorium Bars and 20 Blue Power Crystals
You should be at least 280
Learn Thorium Helm
Create 20 Thorium Helm from 480 Thorium, 20 Star Rubies and 80 Yellow Power Crystals
Congratulations you are a level 300 Blacksmith!
Labels:
World of Warcraft,
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EVE Online - Revelations(Caldari Ship Guide )
I. INTRODUCTION
1. What this guide covers
This guide is intended to help out anybody who is new to the ships of the
Caldari race. It will discuss the weapons characteristic of the Caldari
(Railguns, Missiles, and ECM) as well as their early tech one ships (tech two
being considered outside of the scope of "newbies," much as some would
consider battleships).
The frigate and destroyer classes are both discussed, discussing the
usefulness of each ship in those two classes.
This guide is also hosted at some of GC13's webspace, and can be downloaded as
a PDF or an HTML file at http://evefiles.mysterious-mysteries.com .
2. Version history
01-05-2007: The guide is put online.
3. The lingo
There are lots of terms out there, and it would be very difficult to find an
exhaustive list of the abbreviations and terms a person could find even
talking about only Caldari ships. Still, here are some of the more important
terms you will come across (the function of various modules can be looked up
in the Item Database):
Modules:
PDS (or PDU): Power Diagnostic System.
BCS (or BCU): Ballistic Control System.
MFS (or magstab): Magnetic Field Stabilizer
RCU: Reactor Control Unit.
WCS: Warp Core Stabilizer.
Stab: Inertia Stabilizer.
Nano: Nanofiber Internal Structure.
Nos: Nosferatu.
Neut: Energy Neutralizer.
Scram: Warp scrambler.
Webber: Stasis Webifier.
Jammer: One of the ECM modules.
Multispec: ECM - Multispectral Jammer.
Racial Jammer: Any of the other kinds of ECM modules.
SB (or booster): Shield booster (size usually indicated).
SB: Can also mean Smartbomb.
Repper (or just rep, or rarely AR): Armor Repairer (size usually indicated).
Invuln: Invulnerability Field.
MWD: Microwarp Drive.
AB: Afterburner.
Terms:
Tackling: In PvP, using Warp Scramblers/Disruptors and Stasis Webifiers to
prevent a target from escaping.
Tanking: Setting your ship up to be able to absorb large amounts of damage
through resistances, pure HP, repairing/boosting capability, or a combination.
Named module: When an item is neither a manufacturable tech one item (a 125mm
Railgun I, for instance) or a tech two item (a 125mm Railgun II), but an
improved version of the tech one item (a 125mm 'Scout' I Accelerator Cannon).
Distinguished from normally undesirable "Basic" modules by the inclusion of
the "I" somewhere in the name.
4. A review of ship attributes
Many people are confused about what various attributes on the ship's
Attributes tab are for. As such, this guide covers them:
Powergrid Output: Measured in megawatts (MW). One of the two fitting
attributes that determine what you can place on your ship. Powergrid
primarily constricts you from placing big guns on your ship without making
sacrifices elsewhere, but there are other powergrid-intensive modules as well.
CPU Output: Measured in teraflops (tf). The second fitting attribute. CPU
does not rise as fast as powergrid as you rise in ship size, and serves
primarily to moderate just what kinds of secondary systems (shield hardeners,
ECM modules, warp disruptors, etc...) you can fit.
Calibration: A fitting stat identical in function to powergrid and CPU, but
used only for rigs (which, in turn, use nothing but rig slots and
Calibration). All standard (i.e. non-faction) tech one ships have 400
Calibration.
Low slots: All slots are a space where you can put a module (each of which
will go in only one kind of slot and can be freely added or removed at the
fitting screen in a station). Low slots primarily contain gear for armor
tanking (armor hardeners, plates, and repairers), weapon damage upgrades
(Magnetic Field Stabilizers and Ballistic Control Systems for Caldari), and
various hull modifications (Nanofiber Internal Structures and Warp Core
Stabilizers for two common examples).
Med slots: Usually referred to as "mid slots" by players. For Caldari
especially, mid slots are where you need to make tough decisions about your
fitting. Mid slots contain all form of electronic warfare (most importantly
for Caldari your ECM, warp jamming, and stasis webifiers), afterburners and
microwarp drives, and shield tanking gear (shield hardeners, boosters, and
extenders).
Hi slots: These slots are mostly restricted to weapons. Turrets, launchers,
smartbombs, and nosferatus/energy neutralizers all go here. "Medical" mods
such as remote shield boosters, capacitor transfer arrays, and remote armor
repairers also go here, allowing you to aid your allies.
Rig slot: As the name implies, a slot specifically for rigs. Nothing else can
go in these slots, and rigs can only be placed here. All tech one ships have
three rig slots. Note that rigs cannot be removed and re-used, making them
unlike modules.
Hardpoints: All launchers and turrets (including mining lasers which count as
turrets) require hardpoints of their respective type in addition to a high
slot to fit. Smartbombs, "medical" mods, and nosferatus/neutralizers do not.
If you run out of turret hardpoints (for instance, the Moa only has four), you
cannot fit any more turrets (even if you have six high slots like the Moa).
The same logic applies to missile launchers and launcher hardpoints.
Shield, armor, and structure: These are simple, so they are getting lumped
together. These are your hitpoints. You lose shields first, then armor, then
structure. When your structure goes to zero, your ship blows up (though your
ship suffers no ill effects until then). Note that when your shields get low
(it starts at 25%, but that number is lowered if you get and increase the
Tactical Shield Manipulation skill), a small amount of the damage will go to
your armor before your shields are completely depleted.
Damage resistance: These reduce damage of the specified type to their
respective HP layer (shield, armor, or structure) by the stated percentage.
These resistances can be further modified by hardeners and resistance
amplifiers for shields, hardeners and resistance plating for armor, and a
damage control module for structure. Structure has no base resistances and so
takes 100% damage from everything unless a Damage Control is active.
Capacitor capacity: In many ways this is the lifeblood of your ship. Using
modules in combat drains capacitor energy, which takes time to regenerate.
Guns, shield boosters, afterburners/microwarp drives, and ECM modules are all
likely to be your capacitor's biggest drains in battle. Likewise, enemy
nosferatus will steal your capacitor, and you can steal an enemy's capacitor
with your own nosferatus.
Recharge time: Your shields and capacitor regenerate themselves over time.
Obviously a lower regeneration time will mean it regenerates faster. The
regeneration is not linear; when you are 30% shields or capacitor, you are
regenerating at your quickest (approximately 2.4x as quickly as simple
division of max amount by recharge time would indicate). As you move away
from 30% in either direction, natural recharge rate slows.
Max velocity: Quite simply how fast you can go when you finish accelerating.
Speed is very useful for increasing your transversal velocity (making you
harder to hit with enemy turrets) and for controlling the range at which
combat occurs.
Mass: Mass, combined with a hidden attribute that is the same for every ship
of a given size (frigate, cruiser, etc...) determines how quickly your ship
accelerates (as a proportion of its max velocity) and turns. Having a higher
mass will also mean you get less of a bonus from afterburners and microwarp
drives than the module says you will get.
Capacity: How much room you have in your cargohold to hold stuff.
Drone capacity: How much room you have in your drone bay to hold drones.
Light scout drones take 5 m^3 each, medium scout drones take 10 m^3 each, and
heavy drones take 25 m^3 each. Not every ship has a drone bay. Smaller
drones can hit smaller ships better, and do more damage per m^3 they take up
than larger drones. Five medium drones will still heavily out-damage five
light drones, however (and likewise for heavies versus mediums).
Volume: Only important if you have a friend with a Carrier to put your ship
into. The (X m^3 packaged) stat, however, is more useful, as you can even fit
a repackaged cruiser into a good industrial ship. Repackaged, shuttles are
500 m^3, frigates are 2500, destroyers are 5000, cruisers are 10000,
battlecruisers are 15000, and battleships are 50000.
Maximum targeting range: How far out you can target an enemy to shoot at them.
Scan resolution: How quickly you can target enemy ships. A higher number
means you target faster. Your targeting speed also depends on the enemy's
signature radius.
Max locked targets: Determines how many targets the ship will let you have at
once if your skills are high enough.
Sensor strength: You will have zero for three of these, and a number for
Gravimetric. This number is used solely to determine how hard your ship is to
target jam with ECM modules. A higher number here means you are harder to
jam, but since the system is entirely probability based, you can still be
jammed even if you get this number over a hundred.
Signature radius: How large your ship shows up as on an enemy's sensors. In a
practical sense, the smaller this number is, the longer it will take an enemy
to get a target lock, the less their turrets will hit you, and the less damage
their missiles will do (as long as your signature radius is less than the
explosion radius of their missiles).
Propulsion strength: Does not do anything at the moment, and is only visible
on the Item Database.
5. What skills should I get?
This question, like all other questions as open-ended as it, is very difficult
to answer. Rather than lay down some dogmatic answer, I will lay down a few
lists of skills that are helpful to Caldari pilots in their respective areas.
In each category, the skills are vaguely in order of importance, but your
mileage may vary.
IN GENERAL:
Engineering
Electronics
Weapon Upgrades
Energy Management
Energy Systems Operation
Navigation
SHIELD TANKING:
Shield Operation
Shield Management
Shield Compensation
Shield Upgrades
MISSILES:
Missile Projection
Missile Bombardment
Rapid Launch
GUNS:
Motion Prediction
Sharpshooter
Rapid Firing
Surgical Strike
Most of these are fine at getting to level three right now and level four
soon, but Engineering, Weapon Upgrades, and Electronics are crucial for your
ability to fit your ship well. It may seem like a long time when you are
first starting, but getting Engineering and Electronics up to level five and
Weapon Upgrades to level four once all your other important skills are at
acceptable levels will reap great dividends in the future.
This is by no means an exhaustive list of support skills. These are, however,
what I think a new player should concentrate on getting first.
II. WEAPONS
1. Railguns
Railguns are the Caldari gun of choice, and get bonuses from the hybrid turret
line of Gunnery skills. Railguns emphasize dealing damage at a long range and
the optimal range bonus many Caldari ships get for them further enhances this
ability. Just like all guns, railguns need to worry about the problems of
optimal range, falloff, and tracking speed. The Tracking Guide at
eve-online.com goes into greater depth than I will here, but here are the
basics you need to know about guns:
Shooting at anything up to your optimal range will leave you missing no shots
due to range. Going out to optimal + falloff has roughly half of your shots
missing due to range, and you basically cannot hit past 2xfalloff + optimal.
Your target's transversal velocity causes you to land fewer or weaker shots
with your guns. You can reduce transversal velocity by properly using manual
flying (look at the direction your target is flying, and set yourself to be
flying in the same direction and at the same speed), which in the case of NPCs
and inexperienced players can be as simple as tricking them into flying
straight at you as you fly away from them. Firing from longer ranges makes
you miss fewer shots due to transversal velocity.
Be warned that even if you are orbiting a larger target, the transversal
velocity you are creating will still negatively impact your ability to hit.
Small railguns go on frigates and destroyers, medium railguns go on cruisers
and battlecruisers, and large railguns go on battleships.
Just like ships, railguns have a set of attributes. Powergrid usage and CPU
usage should be self-explanatory, optimal range and falloff range have already
been explained, and volume only matters for carrying the item in your
cargohold. Still, the rest of these attributes are important as well.
Capacity: How much ammunition, measured in cubic meters (m^3) that the gun can
hold. The more ammunition it can hold at once, the longer it can fire without
reloading (which takes ten seconds).
Activation cost: The amount of energy deduced from your current capacitor
energy every time the gun fires. In addition to being modified by the
Controlled Bursts skill, different hybrid charges will reduce this by
different percentages.
Rate of fire: The amount of time in between shots.
Charge rate: How many rounds this gun consumes when it fires a shot.
Damage modifier: This number is multiplied by the base damage on the loaded
hybrid charge to calculate the average damage dealt by a successful hit on
your target.
Charge size: What size of hybrid charges this gun accepts.
Tracking speed / accuracy: This gun's ability to hit quickly-moving targets.
A higher number is better.
Tech level: Whether the gun is tech one or two. Only tech two guns can use
tech two ammunition.
Signature resolution: The gun's ability to hit smaller targets. A smaller
number is better.
Railguns come in three different sizes (small, medium, large) each with three
different railguns in each size category. Likewise, each different railgun
come in six separate flavors (tech one, Carbide, 'Scout', Compressed Coil,
Prototype, and tech two).
Named railguns are improved over standard tech one railguns in the following
ways: Less CPU usage, greater optimal range, higher damage, and less
activation cost. Each step of improvement gives a 5% bonus over the standard
tech one variety, putting the prototype gauss gun at +20%. Tech two railguns
require more powergrid and CPU than the standard tech one version and do not
get the reduction in activation cost, but have the same damage and optimal
range as the best named version of that gun: the prototype gauss gun.
What makes tech two guns worth using over prototype gauss guns is the fact
that they are manufacturable and therefore cheaper, and they are also capable
of using the tech two ammunitions: Spike and Javelin. They also get +2%
damage per level of the correct Railgun Specialization skill, which applies
ONLY to tech two railguns. For now though, stick with 'Scout' accelerator
cannons if you want to buy gear better than the standard tech one variety;
Scouts are not too expensive, but still have a 10% boost over the normal tech
one gun.
Railguns have their damage and rate of fire affected by the Magnetic Field
Stabilizer, the damage mod for hybrid turrets.
The following table shows, for the standard tech one version of a gun, (from
left to right) Powergrid Usage, CPU Usage, ammunition Capacity, Activation
Cost, Rate of Fire, Optimal Range (in meters), Falloff range (in meters),
damage modifier, and tracking speed. All small guns have a signature
resolution of 40m, all medium guns have a signature resolution of 125m, and
all large guns have a signature resolution of 400m.
SMALL RAILGUNS Grid CPU Cap Activ. RoF Optimal Falloff Dam Tracking
75mm Gatling Rail 2 5 1.0 1.67 2.6 6,000 3,000 1.5 0.13
125mm Railgun 7 15 0.4 2.15 3.25 9,000 5,000 2 0.085
150mm Railgun 10 25 0.2 3.34 4.25 12,000 6,000 2.75 0.07
MEDIUM RAILGUNS
Dual 150mm Railgun 80 32 4.0 5 3.9 12,000 6,000 1.5 0.042
200mm Railgun 180 35 2.0 6.45 4.88 18,000 10,000 2 0.028
250mm Railgun 225 40 1.0 10 6.38 24,000 12,000 2.75 0.023
LARGE RAILGNS
Dual 250mm Railgun 1250 55 8.0 15 5.85 24,000 12,000 1.5 0.0175
350mm Railgun 1875 60 4.0 22 7.31 36,000 20,000 2 0.01167
425mm Railgun 2500 70 2.0 30 9.56 48,000 24,000 2.75 0.009625
2. Hybrid Charges
The ammunition you put in your gun is just as important as the gun you use.
The type of ammunition you use influences your damage, optimal range, and can
reduce the capacitor you use when firing your gun.
DAMAGE
CHARGE Small Medium Large Range bonus Cap. use
Iron 5 10 20 +60% -30%
Tungsten 6 12 24 +40% -27%
Iridium 7 14 28 +20% -24%
Lead 8 16 32 0% -50%
Thorium 9 18 36 -12.5% -40%
Uranium 10 20 40 -25% -8%
Plutonium 11 22 44 -37.5% -5%
Antimatter 12 24 48 -50% -0%
Charge damage doubles when it goes from small to medium, and doubles again
from medium to large, allowing bigger guns to have the same damage modifier as
small guns but still do more damage with the same type of ammunition.
Longer-ranged ammunition also uses significantly less capacitor to fire than
short-ranged ammunition does.
3. Missile Launchers
Railguns may be the Caldari gun of choice, but missiles are the Caldari weapon
of choice. Missiles have a large amount of benefits for a new player: they
are unaffected by tracking or range issues (they will hit anything within
range for full damage), and deal only one damage type per missile, making them
perfect for use in missions where enemies have a single weakest resistance for
both shields and armor.
Missile launchers come in seven different varieties. Like railguns, there are
three different sizes (frigate/destroyer, cruiser/battlecruiser, battleship),
but each size has a launcher designed for short-range/higher damage missiles
and a launcher designed for long-range/lower damage missiles. There is also
the assault missile launcher, a cruiser-sized missile launcher that fires
light missiles for anti-frigate work.
Missile launchers use significantly fewer of the weapon attributes, but those
that they do use work like the railguns. Launchers vary in their powergrid
usage, CPU usage, capacity, volume, and rate of fire.
Like railguns, there are also six versions of each missile launcher (tech one,
'Malkuth', 'Limos', a name involving a number, 'Arbalest', and tech two).
Named missile launchers work rather differently from named railguns, however.
Going from a tech one launcher to the +5% variety gets a 5% improvement to
rate of fire and ammunition capacity, as well as the maximum -20% CPU usage.
The +10% variety gets the 10% CPU reduction, the 15% variety gets the 5%
reduction, and the +20% variety gets the 15% reduction. All named launchers
work this way except for cruise missile launchers, which work like railguns
with the better launcher always getting the better CPU reduction. The tech
two launchers get the 20% rate of fire improvement and an ammunition capacity
one-third greater than the standard tech one version, and also require more
powergrid and CPU as would be expected.
Missiles have their damage and rate of fire affected by the Ballistic Control
System, the damage mod for missiles.
The following table shows, for the standard tech one version of a launcher
(from left to right), Powergrid Usage, CPU usage, ammunition Capacity, Rate of
Fire, the name for the +15% version, and the type of missile used.
SMALL LAUNCHERS Grid CPU Cap RoF +15% Name Missile Fired
Rocket Launcher 4 15 0.15 4 OE-5200 Rocket
Standard Missile Launcher 8 25 0.6 15 TE-2100 Light Missile
MEDIUM LAUNCHERS
Assault Missile Launcher 50 35 0.9 12 SV-2000 Light Missile
Heavy Missile Launcher 100 50 0.9 15 XR-3200 Heavy Missile
Heavy Assault Missile Launcher 120 45 0.75 8 XT-2800 Heavy Assault Missile
LARGE LAUNCHERS
Cruise Missile Launcher 1250 60 1.0 22 XT-9000 Cruise Missile
Siege Missile Launcher 1750 80 1.5 24 ZW-4100 Torpedo
4. Missiles
While railguns have eight separate types of ammunition to put into each gun of
a different size category, each missile launcher (which the exception of the
Assault Missile Launcher) uses its own type of missile. Each missile type has
four versions: one for each damage type. These versions all have the exact
same stats (raw damage, max velocity, etc...) and only differ in the type of
damage they do.
But while there was not much to say about the attributes of the launchers,
there are some new attributes for the missiles you need to be aware of. While
missiles are unaffected by range except for their maximum range, and are
unaffected by tracking, the speed and size of your target can still be factors
in how much damage you do. If their signature radius is smaller than your
missile's explosion radius or if their velocity is greater than your missile's
explosion velocity, your missile will hit for reduced damage.
Missiles also have a maximum velocity they are able to reach in order to
pursue a target. They also have a maximum flight time, after which they
self-destruct doing no damage.
Finally, each missile type has its own volume, unlike hybrid charges which are
all the same volume for a given size.
The following table shows (from left to right), missile Volume, Explosion
Radius, Explosion Velocity, maximum Velocity, Flight Time, and Damage.
SMALL MISSILES Volume Rad Exp.Vel Velocity Time Damage
Rockets 0.005 20 2000 2250 2 25
Light Missiles 0.015 50 1750 3750 5 75
MEDIUM MISSILES
Heavy Missiles 0.03 125 750 3750 10 150
Heavy Assault Missiles 0.015 125 750 2250 3 100
LARGE MISSILES
Cruise Missiles 0.05 300 500 3750 20 300
Torpedoes 0.1 400 250 1250 30 450
Rockets and Torpedoes are not affected by the skill Guided Missile Precision,
but every other missile type has its explosion radius reduced by the skill.
Rockets and Torpedoes are affected by every other skill just like every other
missile.
For ease of use, the following table shows the names of each missile,
categorized by size and damage type.
SMALL MISSILES EM THERMAL KINETIC EXPLOSIVE
Rockets Gremlin Foxfire Thorn Phalanx
Light Missiles Sabretooth Flameburst Bloodclaw Piranha
MEDIUM MISSILES
Heavy Missiles Thunderbolt Widowmaker Scourge Havoc
Heavy Assault Missiles Torrent Hellfire Terror Fulmination
LARGE MISSILES
Cruise Missiles Paradise Cataclysm Wrath Devastator
Torpedoes Mjolnir Inferno Juggernaut Bane
5. ECM
ECM (short for Electronic Counter Measures) is the Caldari racial electronic
warfare type. ECM uses a chance-based system to allow you to remove your
target's ability to lock any targets for twenty seconds, and removing any
locks they have made already. This stops your target from doing anything
offensively for the full twenty seconds, after which you have a chance to jam
them again.
Like turrets, ECM modules all have a powergrid usage, CPU usage, activation
cost, optimal range, and falloff range. They also all have an activation
time / duration of twenty seconds.
The optimal and falloff ranges on ECM work much like they do on turrets; as
you exceed your optimal range, you become less and less able to jam your
targets.
ECM modules also have a jamming score for each of the four sensor types:
Gravimetric (Caldari), LADAR (Minmatar), Magnetometric (Gallente), and RADAR
(Amarr). Racial jammers will have a high score for the correct sensor type
and a low score for the other three, while multispectral jammers have a
moderate score for all four sensor types. The base strengths for racial
jammers are three for the strong type and one for the other types.
Multispectral jammers have a base of two against everything.
To determine a jammer's chance of successfully jamming a target, the game
takes the jammer's strength (modified by ship bonuses, the pilot's Signal
Dispersion skill, equipped Signal Distortion Amplifiers, and distance from the
target if further away than the jammer's optimal range) and divides it by the
target's sensor strength (modified by any equipped and activated ECCM
modules). This number, multiplied by 100, is the percent chance for that
jammer to jam the target on a given cycle.
For instance, a jammer with a Magnetometric strength of four attempting to jam
a Gallente ship with a Magnetometric strength of ten would have a forty
percent chance of successfully jamming the target.
Spatial Destabilizers are strongest against Gravimetric sensors, Phase
Inverters are strongest against LADAR sensors, Ion Field Projectors are
strongest against Magnetometric sensors, and White Noise Generators are
strongest against RADAR sensors. Multispectral jammers are equally effective
against all four, but are weaker, have shorter range, and need more capacitor
and CPU.
Named jammers work like named guns, with the 5% steps improving their CPU
usage, activation cost, optimal range, and strength. Tech two jammers get the
+20% to optimal range and strength, and use more capacitor and CPU.
III. SHIPS
1. Frigates
Every pilot in Eve starts out in a frigate, and frigates are an effective ship
class that you can get a lot of mileage out of even after you have skilled up
to fly battleships. Frigates are cheap and fast, and very fun to fly. A
Caldari player's first priority should be to get out of their Ibis and into
either a Condor (for beginning fighting missions) or a Bantam (for mining).
Once that is done, the pilot then must decide if they would like to go down
the path of railguns (the Merlin, Moa, Ferox, and Rokh) or missiles (the
Kestrel, Caracal, Drake, and Raven). It is also possible to train for ECM
(the Griffin, Blackbird, and Scorpion) for support in groups.
The Bantam is an excellent mining ship. Nothing more, nothing less. Though
its description says it is ideal for trading, a pilot will find very
frequently themselves with too little capacitor to warp all the way to a gate,
even with the skill Warp Drive Operation at level three or four. Do not use a
Bantam if you will have to haul anything; a Kestrel will not take too long to
save up for, and will give you a larger cargo capacity and will not have the
same problems warping as a Bantam. A Badger would be even better, but that
requires another skill and another investment.
The Condor is a fun little ship to fly around in, and at least better than an
Ibis. It also gets a velocity bonus for missiles and rockets, pushing the
range on rockets out far enough for a player with low skills to be able to use
them well. Unfortunately, the Condor is quickly made obsolete when a player
is able to advance to one of the two main combat frigates: the Merlin and the
Kestrel.
The Merlin is a very sturdy frigate with its bonus to shield resistances and
four mid slots that can all be used to tank its shields. It does suffer
somewhat from a dual weapon system (meaning any damage mods added affect only
half of its weapons), but the 2/2 turret/launcher setup still works well for
it, and is very easy to fit with a powerful setup. This is GC13's favorite
frigate.
The Kestrel is very different from the Merlin. Lacking both the Merlin's
tanking bonus and a fourth mid slot, the Kestrel gets four missile launchers
and a damage bonus for them. Unfortunately for the Kestrel, it is also rather
tricky to fit with four standard missile launchers (a Power Diagnostic System
or a Reactor Control Unit is likely needed to be able to fit a shield booster
as well), and does not get the Condor's missile velocity bonus or its speed,
making it difficult to use rockets against NPCs in the beginning. Still, it
is a powerful missile boat, and is the favorite frigate of a very large number
of people as well.
The Griffin is overlooked by many people because of the Blackbird. That does
not change the fact that the Griffin is capable of, with some decent skills,
running three racial jammers and not costing very much if it gets destroyed
(and it WILL be an enemy player's first priority to destroy, just like any
other ECM ship). The Griffin is only really effective in PvP.
The Heron is only really useful to use scan probes, either for exploration or
for finding players hiding in a system.
2. Destroyers
Each race gets one destroyer, and for the Caldari that is the Cormorant.
Getting a double optimal range bonus (50% for being a destroyer, and 10%/level
from the Destroyers skill), the Cormorant is capable of getting some
amazing ranges with its seven small railguns.
Still, the Cormorant only has one low slot, which will ideally have a magnetic
field stabilizer in it for optimum damage. It does have four mid slots,
however, allowing it a great deal of versatility in improving its mobility,
locking speed, or survivability.
Destroyers, while fun, are not incredibly useful when fighting NPCs. They
will make missions a bit easier, but level ones are easy enough for frigates,
and a new player will likely want a cruiser for level twos. You can pass up
Destroyers on your way to cruisers if frigates are enough for you to do level
ones with, or go ahead and get yourself a Cormorant if you think you need more
firepower to run missions with. For PvP, they are excellent at swatting enemy
tacklers, and so have their use there as well.
1. What this guide covers
This guide is intended to help out anybody who is new to the ships of the
Caldari race. It will discuss the weapons characteristic of the Caldari
(Railguns, Missiles, and ECM) as well as their early tech one ships (tech two
being considered outside of the scope of "newbies," much as some would
consider battleships).
The frigate and destroyer classes are both discussed, discussing the
usefulness of each ship in those two classes.
This guide is also hosted at some of GC13's webspace, and can be downloaded as
a PDF or an HTML file at http://evefiles.mysterious-mysteries.com .
2. Version history
01-05-2007: The guide is put online.
3. The lingo
There are lots of terms out there, and it would be very difficult to find an
exhaustive list of the abbreviations and terms a person could find even
talking about only Caldari ships. Still, here are some of the more important
terms you will come across (the function of various modules can be looked up
in the Item Database):
Modules:
PDS (or PDU): Power Diagnostic System.
BCS (or BCU): Ballistic Control System.
MFS (or magstab): Magnetic Field Stabilizer
RCU: Reactor Control Unit.
WCS: Warp Core Stabilizer.
Stab: Inertia Stabilizer.
Nano: Nanofiber Internal Structure.
Nos: Nosferatu.
Neut: Energy Neutralizer.
Scram: Warp scrambler.
Webber: Stasis Webifier.
Jammer: One of the ECM modules.
Multispec: ECM - Multispectral Jammer.
Racial Jammer: Any of the other kinds of ECM modules.
SB (or booster): Shield booster (size usually indicated).
SB: Can also mean Smartbomb.
Repper (or just rep, or rarely AR): Armor Repairer (size usually indicated).
Invuln: Invulnerability Field.
MWD: Microwarp Drive.
AB: Afterburner.
Terms:
Tackling: In PvP, using Warp Scramblers/Disruptors and Stasis Webifiers to
prevent a target from escaping.
Tanking: Setting your ship up to be able to absorb large amounts of damage
through resistances, pure HP, repairing/boosting capability, or a combination.
Named module: When an item is neither a manufacturable tech one item (a 125mm
Railgun I, for instance) or a tech two item (a 125mm Railgun II), but an
improved version of the tech one item (a 125mm 'Scout' I Accelerator Cannon).
Distinguished from normally undesirable "Basic" modules by the inclusion of
the "I" somewhere in the name.
4. A review of ship attributes
Many people are confused about what various attributes on the ship's
Attributes tab are for. As such, this guide covers them:
Powergrid Output: Measured in megawatts (MW). One of the two fitting
attributes that determine what you can place on your ship. Powergrid
primarily constricts you from placing big guns on your ship without making
sacrifices elsewhere, but there are other powergrid-intensive modules as well.
CPU Output: Measured in teraflops (tf). The second fitting attribute. CPU
does not rise as fast as powergrid as you rise in ship size, and serves
primarily to moderate just what kinds of secondary systems (shield hardeners,
ECM modules, warp disruptors, etc...) you can fit.
Calibration: A fitting stat identical in function to powergrid and CPU, but
used only for rigs (which, in turn, use nothing but rig slots and
Calibration). All standard (i.e. non-faction) tech one ships have 400
Calibration.
Low slots: All slots are a space where you can put a module (each of which
will go in only one kind of slot and can be freely added or removed at the
fitting screen in a station). Low slots primarily contain gear for armor
tanking (armor hardeners, plates, and repairers), weapon damage upgrades
(Magnetic Field Stabilizers and Ballistic Control Systems for Caldari), and
various hull modifications (Nanofiber Internal Structures and Warp Core
Stabilizers for two common examples).
Med slots: Usually referred to as "mid slots" by players. For Caldari
especially, mid slots are where you need to make tough decisions about your
fitting. Mid slots contain all form of electronic warfare (most importantly
for Caldari your ECM, warp jamming, and stasis webifiers), afterburners and
microwarp drives, and shield tanking gear (shield hardeners, boosters, and
extenders).
Hi slots: These slots are mostly restricted to weapons. Turrets, launchers,
smartbombs, and nosferatus/energy neutralizers all go here. "Medical" mods
such as remote shield boosters, capacitor transfer arrays, and remote armor
repairers also go here, allowing you to aid your allies.
Rig slot: As the name implies, a slot specifically for rigs. Nothing else can
go in these slots, and rigs can only be placed here. All tech one ships have
three rig slots. Note that rigs cannot be removed and re-used, making them
unlike modules.
Hardpoints: All launchers and turrets (including mining lasers which count as
turrets) require hardpoints of their respective type in addition to a high
slot to fit. Smartbombs, "medical" mods, and nosferatus/neutralizers do not.
If you run out of turret hardpoints (for instance, the Moa only has four), you
cannot fit any more turrets (even if you have six high slots like the Moa).
The same logic applies to missile launchers and launcher hardpoints.
Shield, armor, and structure: These are simple, so they are getting lumped
together. These are your hitpoints. You lose shields first, then armor, then
structure. When your structure goes to zero, your ship blows up (though your
ship suffers no ill effects until then). Note that when your shields get low
(it starts at 25%, but that number is lowered if you get and increase the
Tactical Shield Manipulation skill), a small amount of the damage will go to
your armor before your shields are completely depleted.
Damage resistance: These reduce damage of the specified type to their
respective HP layer (shield, armor, or structure) by the stated percentage.
These resistances can be further modified by hardeners and resistance
amplifiers for shields, hardeners and resistance plating for armor, and a
damage control module for structure. Structure has no base resistances and so
takes 100% damage from everything unless a Damage Control is active.
Capacitor capacity: In many ways this is the lifeblood of your ship. Using
modules in combat drains capacitor energy, which takes time to regenerate.
Guns, shield boosters, afterburners/microwarp drives, and ECM modules are all
likely to be your capacitor's biggest drains in battle. Likewise, enemy
nosferatus will steal your capacitor, and you can steal an enemy's capacitor
with your own nosferatus.
Recharge time: Your shields and capacitor regenerate themselves over time.
Obviously a lower regeneration time will mean it regenerates faster. The
regeneration is not linear; when you are 30% shields or capacitor, you are
regenerating at your quickest (approximately 2.4x as quickly as simple
division of max amount by recharge time would indicate). As you move away
from 30% in either direction, natural recharge rate slows.
Max velocity: Quite simply how fast you can go when you finish accelerating.
Speed is very useful for increasing your transversal velocity (making you
harder to hit with enemy turrets) and for controlling the range at which
combat occurs.
Mass: Mass, combined with a hidden attribute that is the same for every ship
of a given size (frigate, cruiser, etc...) determines how quickly your ship
accelerates (as a proportion of its max velocity) and turns. Having a higher
mass will also mean you get less of a bonus from afterburners and microwarp
drives than the module says you will get.
Capacity: How much room you have in your cargohold to hold stuff.
Drone capacity: How much room you have in your drone bay to hold drones.
Light scout drones take 5 m^3 each, medium scout drones take 10 m^3 each, and
heavy drones take 25 m^3 each. Not every ship has a drone bay. Smaller
drones can hit smaller ships better, and do more damage per m^3 they take up
than larger drones. Five medium drones will still heavily out-damage five
light drones, however (and likewise for heavies versus mediums).
Volume: Only important if you have a friend with a Carrier to put your ship
into. The (X m^3 packaged) stat, however, is more useful, as you can even fit
a repackaged cruiser into a good industrial ship. Repackaged, shuttles are
500 m^3, frigates are 2500, destroyers are 5000, cruisers are 10000,
battlecruisers are 15000, and battleships are 50000.
Maximum targeting range: How far out you can target an enemy to shoot at them.
Scan resolution: How quickly you can target enemy ships. A higher number
means you target faster. Your targeting speed also depends on the enemy's
signature radius.
Max locked targets: Determines how many targets the ship will let you have at
once if your skills are high enough.
Sensor strength: You will have zero for three of these, and a number for
Gravimetric. This number is used solely to determine how hard your ship is to
target jam with ECM modules. A higher number here means you are harder to
jam, but since the system is entirely probability based, you can still be
jammed even if you get this number over a hundred.
Signature radius: How large your ship shows up as on an enemy's sensors. In a
practical sense, the smaller this number is, the longer it will take an enemy
to get a target lock, the less their turrets will hit you, and the less damage
their missiles will do (as long as your signature radius is less than the
explosion radius of their missiles).
Propulsion strength: Does not do anything at the moment, and is only visible
on the Item Database.
5. What skills should I get?
This question, like all other questions as open-ended as it, is very difficult
to answer. Rather than lay down some dogmatic answer, I will lay down a few
lists of skills that are helpful to Caldari pilots in their respective areas.
In each category, the skills are vaguely in order of importance, but your
mileage may vary.
IN GENERAL:
Engineering
Electronics
Weapon Upgrades
Energy Management
Energy Systems Operation
Navigation
SHIELD TANKING:
Shield Operation
Shield Management
Shield Compensation
Shield Upgrades
MISSILES:
Missile Projection
Missile Bombardment
Rapid Launch
GUNS:
Motion Prediction
Sharpshooter
Rapid Firing
Surgical Strike
Most of these are fine at getting to level three right now and level four
soon, but Engineering, Weapon Upgrades, and Electronics are crucial for your
ability to fit your ship well. It may seem like a long time when you are
first starting, but getting Engineering and Electronics up to level five and
Weapon Upgrades to level four once all your other important skills are at
acceptable levels will reap great dividends in the future.
This is by no means an exhaustive list of support skills. These are, however,
what I think a new player should concentrate on getting first.
II. WEAPONS
1. Railguns
Railguns are the Caldari gun of choice, and get bonuses from the hybrid turret
line of Gunnery skills. Railguns emphasize dealing damage at a long range and
the optimal range bonus many Caldari ships get for them further enhances this
ability. Just like all guns, railguns need to worry about the problems of
optimal range, falloff, and tracking speed. The Tracking Guide at
eve-online.com goes into greater depth than I will here, but here are the
basics you need to know about guns:
Shooting at anything up to your optimal range will leave you missing no shots
due to range. Going out to optimal + falloff has roughly half of your shots
missing due to range, and you basically cannot hit past 2xfalloff + optimal.
Your target's transversal velocity causes you to land fewer or weaker shots
with your guns. You can reduce transversal velocity by properly using manual
flying (look at the direction your target is flying, and set yourself to be
flying in the same direction and at the same speed), which in the case of NPCs
and inexperienced players can be as simple as tricking them into flying
straight at you as you fly away from them. Firing from longer ranges makes
you miss fewer shots due to transversal velocity.
Be warned that even if you are orbiting a larger target, the transversal
velocity you are creating will still negatively impact your ability to hit.
Small railguns go on frigates and destroyers, medium railguns go on cruisers
and battlecruisers, and large railguns go on battleships.
Just like ships, railguns have a set of attributes. Powergrid usage and CPU
usage should be self-explanatory, optimal range and falloff range have already
been explained, and volume only matters for carrying the item in your
cargohold. Still, the rest of these attributes are important as well.
Capacity: How much ammunition, measured in cubic meters (m^3) that the gun can
hold. The more ammunition it can hold at once, the longer it can fire without
reloading (which takes ten seconds).
Activation cost: The amount of energy deduced from your current capacitor
energy every time the gun fires. In addition to being modified by the
Controlled Bursts skill, different hybrid charges will reduce this by
different percentages.
Rate of fire: The amount of time in between shots.
Charge rate: How many rounds this gun consumes when it fires a shot.
Damage modifier: This number is multiplied by the base damage on the loaded
hybrid charge to calculate the average damage dealt by a successful hit on
your target.
Charge size: What size of hybrid charges this gun accepts.
Tracking speed / accuracy: This gun's ability to hit quickly-moving targets.
A higher number is better.
Tech level: Whether the gun is tech one or two. Only tech two guns can use
tech two ammunition.
Signature resolution: The gun's ability to hit smaller targets. A smaller
number is better.
Railguns come in three different sizes (small, medium, large) each with three
different railguns in each size category. Likewise, each different railgun
come in six separate flavors (tech one, Carbide, 'Scout', Compressed Coil,
Prototype, and tech two).
Named railguns are improved over standard tech one railguns in the following
ways: Less CPU usage, greater optimal range, higher damage, and less
activation cost. Each step of improvement gives a 5% bonus over the standard
tech one variety, putting the prototype gauss gun at +20%. Tech two railguns
require more powergrid and CPU than the standard tech one version and do not
get the reduction in activation cost, but have the same damage and optimal
range as the best named version of that gun: the prototype gauss gun.
What makes tech two guns worth using over prototype gauss guns is the fact
that they are manufacturable and therefore cheaper, and they are also capable
of using the tech two ammunitions: Spike and Javelin. They also get +2%
damage per level of the correct Railgun Specialization skill, which applies
ONLY to tech two railguns. For now though, stick with 'Scout' accelerator
cannons if you want to buy gear better than the standard tech one variety;
Scouts are not too expensive, but still have a 10% boost over the normal tech
one gun.
Railguns have their damage and rate of fire affected by the Magnetic Field
Stabilizer, the damage mod for hybrid turrets.
The following table shows, for the standard tech one version of a gun, (from
left to right) Powergrid Usage, CPU Usage, ammunition Capacity, Activation
Cost, Rate of Fire, Optimal Range (in meters), Falloff range (in meters),
damage modifier, and tracking speed. All small guns have a signature
resolution of 40m, all medium guns have a signature resolution of 125m, and
all large guns have a signature resolution of 400m.
SMALL RAILGUNS Grid CPU Cap Activ. RoF Optimal Falloff Dam Tracking
75mm Gatling Rail 2 5 1.0 1.67 2.6 6,000 3,000 1.5 0.13
125mm Railgun 7 15 0.4 2.15 3.25 9,000 5,000 2 0.085
150mm Railgun 10 25 0.2 3.34 4.25 12,000 6,000 2.75 0.07
MEDIUM RAILGUNS
Dual 150mm Railgun 80 32 4.0 5 3.9 12,000 6,000 1.5 0.042
200mm Railgun 180 35 2.0 6.45 4.88 18,000 10,000 2 0.028
250mm Railgun 225 40 1.0 10 6.38 24,000 12,000 2.75 0.023
LARGE RAILGNS
Dual 250mm Railgun 1250 55 8.0 15 5.85 24,000 12,000 1.5 0.0175
350mm Railgun 1875 60 4.0 22 7.31 36,000 20,000 2 0.01167
425mm Railgun 2500 70 2.0 30 9.56 48,000 24,000 2.75 0.009625
2. Hybrid Charges
The ammunition you put in your gun is just as important as the gun you use.
The type of ammunition you use influences your damage, optimal range, and can
reduce the capacitor you use when firing your gun.
DAMAGE
CHARGE Small Medium Large Range bonus Cap. use
Iron 5 10 20 +60% -30%
Tungsten 6 12 24 +40% -27%
Iridium 7 14 28 +20% -24%
Lead 8 16 32 0% -50%
Thorium 9 18 36 -12.5% -40%
Uranium 10 20 40 -25% -8%
Plutonium 11 22 44 -37.5% -5%
Antimatter 12 24 48 -50% -0%
Charge damage doubles when it goes from small to medium, and doubles again
from medium to large, allowing bigger guns to have the same damage modifier as
small guns but still do more damage with the same type of ammunition.
Longer-ranged ammunition also uses significantly less capacitor to fire than
short-ranged ammunition does.
3. Missile Launchers
Railguns may be the Caldari gun of choice, but missiles are the Caldari weapon
of choice. Missiles have a large amount of benefits for a new player: they
are unaffected by tracking or range issues (they will hit anything within
range for full damage), and deal only one damage type per missile, making them
perfect for use in missions where enemies have a single weakest resistance for
both shields and armor.
Missile launchers come in seven different varieties. Like railguns, there are
three different sizes (frigate/destroyer, cruiser/battlecruiser, battleship),
but each size has a launcher designed for short-range/higher damage missiles
and a launcher designed for long-range/lower damage missiles. There is also
the assault missile launcher, a cruiser-sized missile launcher that fires
light missiles for anti-frigate work.
Missile launchers use significantly fewer of the weapon attributes, but those
that they do use work like the railguns. Launchers vary in their powergrid
usage, CPU usage, capacity, volume, and rate of fire.
Like railguns, there are also six versions of each missile launcher (tech one,
'Malkuth', 'Limos', a name involving a number, 'Arbalest', and tech two).
Named missile launchers work rather differently from named railguns, however.
Going from a tech one launcher to the +5% variety gets a 5% improvement to
rate of fire and ammunition capacity, as well as the maximum -20% CPU usage.
The +10% variety gets the 10% CPU reduction, the 15% variety gets the 5%
reduction, and the +20% variety gets the 15% reduction. All named launchers
work this way except for cruise missile launchers, which work like railguns
with the better launcher always getting the better CPU reduction. The tech
two launchers get the 20% rate of fire improvement and an ammunition capacity
one-third greater than the standard tech one version, and also require more
powergrid and CPU as would be expected.
Missiles have their damage and rate of fire affected by the Ballistic Control
System, the damage mod for missiles.
The following table shows, for the standard tech one version of a launcher
(from left to right), Powergrid Usage, CPU usage, ammunition Capacity, Rate of
Fire, the name for the +15% version, and the type of missile used.
SMALL LAUNCHERS Grid CPU Cap RoF +15% Name Missile Fired
Rocket Launcher 4 15 0.15 4 OE-5200 Rocket
Standard Missile Launcher 8 25 0.6 15 TE-2100 Light Missile
MEDIUM LAUNCHERS
Assault Missile Launcher 50 35 0.9 12 SV-2000 Light Missile
Heavy Missile Launcher 100 50 0.9 15 XR-3200 Heavy Missile
Heavy Assault Missile Launcher 120 45 0.75 8 XT-2800 Heavy Assault Missile
LARGE LAUNCHERS
Cruise Missile Launcher 1250 60 1.0 22 XT-9000 Cruise Missile
Siege Missile Launcher 1750 80 1.5 24 ZW-4100 Torpedo
4. Missiles
While railguns have eight separate types of ammunition to put into each gun of
a different size category, each missile launcher (which the exception of the
Assault Missile Launcher) uses its own type of missile. Each missile type has
four versions: one for each damage type. These versions all have the exact
same stats (raw damage, max velocity, etc...) and only differ in the type of
damage they do.
But while there was not much to say about the attributes of the launchers,
there are some new attributes for the missiles you need to be aware of. While
missiles are unaffected by range except for their maximum range, and are
unaffected by tracking, the speed and size of your target can still be factors
in how much damage you do. If their signature radius is smaller than your
missile's explosion radius or if their velocity is greater than your missile's
explosion velocity, your missile will hit for reduced damage.
Missiles also have a maximum velocity they are able to reach in order to
pursue a target. They also have a maximum flight time, after which they
self-destruct doing no damage.
Finally, each missile type has its own volume, unlike hybrid charges which are
all the same volume for a given size.
The following table shows (from left to right), missile Volume, Explosion
Radius, Explosion Velocity, maximum Velocity, Flight Time, and Damage.
SMALL MISSILES Volume Rad Exp.Vel Velocity Time Damage
Rockets 0.005 20 2000 2250 2 25
Light Missiles 0.015 50 1750 3750 5 75
MEDIUM MISSILES
Heavy Missiles 0.03 125 750 3750 10 150
Heavy Assault Missiles 0.015 125 750 2250 3 100
LARGE MISSILES
Cruise Missiles 0.05 300 500 3750 20 300
Torpedoes 0.1 400 250 1250 30 450
Rockets and Torpedoes are not affected by the skill Guided Missile Precision,
but every other missile type has its explosion radius reduced by the skill.
Rockets and Torpedoes are affected by every other skill just like every other
missile.
For ease of use, the following table shows the names of each missile,
categorized by size and damage type.
SMALL MISSILES EM THERMAL KINETIC EXPLOSIVE
Rockets Gremlin Foxfire Thorn Phalanx
Light Missiles Sabretooth Flameburst Bloodclaw Piranha
MEDIUM MISSILES
Heavy Missiles Thunderbolt Widowmaker Scourge Havoc
Heavy Assault Missiles Torrent Hellfire Terror Fulmination
LARGE MISSILES
Cruise Missiles Paradise Cataclysm Wrath Devastator
Torpedoes Mjolnir Inferno Juggernaut Bane
5. ECM
ECM (short for Electronic Counter Measures) is the Caldari racial electronic
warfare type. ECM uses a chance-based system to allow you to remove your
target's ability to lock any targets for twenty seconds, and removing any
locks they have made already. This stops your target from doing anything
offensively for the full twenty seconds, after which you have a chance to jam
them again.
Like turrets, ECM modules all have a powergrid usage, CPU usage, activation
cost, optimal range, and falloff range. They also all have an activation
time / duration of twenty seconds.
The optimal and falloff ranges on ECM work much like they do on turrets; as
you exceed your optimal range, you become less and less able to jam your
targets.
ECM modules also have a jamming score for each of the four sensor types:
Gravimetric (Caldari), LADAR (Minmatar), Magnetometric (Gallente), and RADAR
(Amarr). Racial jammers will have a high score for the correct sensor type
and a low score for the other three, while multispectral jammers have a
moderate score for all four sensor types. The base strengths for racial
jammers are three for the strong type and one for the other types.
Multispectral jammers have a base of two against everything.
To determine a jammer's chance of successfully jamming a target, the game
takes the jammer's strength (modified by ship bonuses, the pilot's Signal
Dispersion skill, equipped Signal Distortion Amplifiers, and distance from the
target if further away than the jammer's optimal range) and divides it by the
target's sensor strength (modified by any equipped and activated ECCM
modules). This number, multiplied by 100, is the percent chance for that
jammer to jam the target on a given cycle.
For instance, a jammer with a Magnetometric strength of four attempting to jam
a Gallente ship with a Magnetometric strength of ten would have a forty
percent chance of successfully jamming the target.
Spatial Destabilizers are strongest against Gravimetric sensors, Phase
Inverters are strongest against LADAR sensors, Ion Field Projectors are
strongest against Magnetometric sensors, and White Noise Generators are
strongest against RADAR sensors. Multispectral jammers are equally effective
against all four, but are weaker, have shorter range, and need more capacitor
and CPU.
Named jammers work like named guns, with the 5% steps improving their CPU
usage, activation cost, optimal range, and strength. Tech two jammers get the
+20% to optimal range and strength, and use more capacitor and CPU.
III. SHIPS
1. Frigates
Every pilot in Eve starts out in a frigate, and frigates are an effective ship
class that you can get a lot of mileage out of even after you have skilled up
to fly battleships. Frigates are cheap and fast, and very fun to fly. A
Caldari player's first priority should be to get out of their Ibis and into
either a Condor (for beginning fighting missions) or a Bantam (for mining).
Once that is done, the pilot then must decide if they would like to go down
the path of railguns (the Merlin, Moa, Ferox, and Rokh) or missiles (the
Kestrel, Caracal, Drake, and Raven). It is also possible to train for ECM
(the Griffin, Blackbird, and Scorpion) for support in groups.
The Bantam is an excellent mining ship. Nothing more, nothing less. Though
its description says it is ideal for trading, a pilot will find very
frequently themselves with too little capacitor to warp all the way to a gate,
even with the skill Warp Drive Operation at level three or four. Do not use a
Bantam if you will have to haul anything; a Kestrel will not take too long to
save up for, and will give you a larger cargo capacity and will not have the
same problems warping as a Bantam. A Badger would be even better, but that
requires another skill and another investment.
The Condor is a fun little ship to fly around in, and at least better than an
Ibis. It also gets a velocity bonus for missiles and rockets, pushing the
range on rockets out far enough for a player with low skills to be able to use
them well. Unfortunately, the Condor is quickly made obsolete when a player
is able to advance to one of the two main combat frigates: the Merlin and the
Kestrel.
The Merlin is a very sturdy frigate with its bonus to shield resistances and
four mid slots that can all be used to tank its shields. It does suffer
somewhat from a dual weapon system (meaning any damage mods added affect only
half of its weapons), but the 2/2 turret/launcher setup still works well for
it, and is very easy to fit with a powerful setup. This is GC13's favorite
frigate.
The Kestrel is very different from the Merlin. Lacking both the Merlin's
tanking bonus and a fourth mid slot, the Kestrel gets four missile launchers
and a damage bonus for them. Unfortunately for the Kestrel, it is also rather
tricky to fit with four standard missile launchers (a Power Diagnostic System
or a Reactor Control Unit is likely needed to be able to fit a shield booster
as well), and does not get the Condor's missile velocity bonus or its speed,
making it difficult to use rockets against NPCs in the beginning. Still, it
is a powerful missile boat, and is the favorite frigate of a very large number
of people as well.
The Griffin is overlooked by many people because of the Blackbird. That does
not change the fact that the Griffin is capable of, with some decent skills,
running three racial jammers and not costing very much if it gets destroyed
(and it WILL be an enemy player's first priority to destroy, just like any
other ECM ship). The Griffin is only really effective in PvP.
The Heron is only really useful to use scan probes, either for exploration or
for finding players hiding in a system.
2. Destroyers
Each race gets one destroyer, and for the Caldari that is the Cormorant.
Getting a double optimal range bonus (50% for being a destroyer, and 10%/level
from the Destroyers skill), the Cormorant is capable of getting some
amazing ranges with its seven small railguns.
Still, the Cormorant only has one low slot, which will ideally have a magnetic
field stabilizer in it for optimum damage. It does have four mid slots,
however, allowing it a great deal of versatility in improving its mobility,
locking speed, or survivability.
Destroyers, while fun, are not incredibly useful when fighting NPCs. They
will make missions a bit easier, but level ones are easy enough for frigates,
and a new player will likely want a cruiser for level twos. You can pass up
Destroyers on your way to cruisers if frigates are enough for you to do level
ones with, or go ahead and get yourself a Cormorant if you think you need more
firepower to run missions with. For PvP, they are excellent at swatting enemy
tacklers, and so have their use there as well.
Labels:
EVE Online
EVE Online - Drone Guide
Here are some of the basic skills you need to be really effective at using drones:
Drones to Level 5
Scout Drones to Level 4 or 5 (I suggest 5 so you can use t2 drones)
Drone Interfacing to Level 4(20% more dmg per lvl)
Combat drones to Level 3 or 4(5%dmg a lvl)
Heavy drones to 3 or 4 (useful for taking out battleships)
Sentry drones to 3 ( basically a heavy drone with more damage, range, but can't move)
PVE or missions- Once you warp in, let the npc's lock onto you so that way the pirates don't go after your precious drones. Once all the pirates in the curret pocket, asteroid belt, etc. have locked onto you, release your piranas, I mean drones and let them engage the target. They tend to wander around and start randomly shooting things, so you may have to recall them often.
PVP- Drones can mean the difference between life and death. Stay away from people who use smart bombs, as they can seriously damage your drones. If the attack choses to go after you just shoot with you guns and drones. But, Id he decides to go after your drones, reacall them frequently, as he will have a hard time relocking them and get frustrated.
Some of the great drone ships are mostly gallante but there are some more.
Arbitrator and it's t2 variants is one of the only non- gallante effective drone carrier.
Drone guide Part 2- Carebear drones.
So you're interested in mining and need a boost in the isk flow. Well I got your answer! Mining dones! Basically they orbit the targeted asteroid and mine it. After a minute, it will return to your ship and dump the ore into your cargo hold.
Skillz you will need to be efficent-
Drones to 5 (hey 5 mining drones=$$)
Drone Interfacing to 4 (20% extra mining yield a lvl and that means $$)
Mining Drone Operation to 5 (5% extra yield a lvl and you can use t2 drones at lvl 5)
Basically you just lock a roid, release your drones and tell them to mine repeatedly. Word of warning, if any rats appear, call them back, they have only 1 amour hp.
Mining drones to buy-
Civillian Mining Drone-10m3 a trip, skip these, they aren't worth buying
t1 Mining drone- 15m3 a trip, these are the drones to use if you don't have mining drone operation to 5
t2 mining drone- 25m3 a trip, these are the best ones on the market
Harvester drone- 30m3 a trip, STAY AWAY FROM THESE!! sure 30m3 is good, but the speed sucks! only 200m a sec, while te t1 drone goes 400m a sec. Also, look at the volume! 10m3 instead on 5 m3! If that doesn't convince you, look at the dam price!! 15 mil a drone. And mining drone go pop in less than a second if they are under attack, so unless you're dumb don't buy them!
Drones to Level 5
Scout Drones to Level 4 or 5 (I suggest 5 so you can use t2 drones)
Drone Interfacing to Level 4(20% more dmg per lvl)
Combat drones to Level 3 or 4(5%dmg a lvl)
Heavy drones to 3 or 4 (useful for taking out battleships)
Sentry drones to 3 ( basically a heavy drone with more damage, range, but can't move)
PVE or missions- Once you warp in, let the npc's lock onto you so that way the pirates don't go after your precious drones. Once all the pirates in the curret pocket, asteroid belt, etc. have locked onto you, release your piranas, I mean drones and let them engage the target. They tend to wander around and start randomly shooting things, so you may have to recall them often.
PVP- Drones can mean the difference between life and death. Stay away from people who use smart bombs, as they can seriously damage your drones. If the attack choses to go after you just shoot with you guns and drones. But, Id he decides to go after your drones, reacall them frequently, as he will have a hard time relocking them and get frustrated.
Some of the great drone ships are mostly gallante but there are some more.
Arbitrator and it's t2 variants is one of the only non- gallante effective drone carrier.
Drone guide Part 2- Carebear drones.
So you're interested in mining and need a boost in the isk flow. Well I got your answer! Mining dones! Basically they orbit the targeted asteroid and mine it. After a minute, it will return to your ship and dump the ore into your cargo hold.
Skillz you will need to be efficent-
Drones to 5 (hey 5 mining drones=$$)
Drone Interfacing to 4 (20% extra mining yield a lvl and that means $$)
Mining Drone Operation to 5 (5% extra yield a lvl and you can use t2 drones at lvl 5)
Basically you just lock a roid, release your drones and tell them to mine repeatedly. Word of warning, if any rats appear, call them back, they have only 1 amour hp.
Mining drones to buy-
Civillian Mining Drone-10m3 a trip, skip these, they aren't worth buying
t1 Mining drone- 15m3 a trip, these are the drones to use if you don't have mining drone operation to 5
t2 mining drone- 25m3 a trip, these are the best ones on the market
Harvester drone- 30m3 a trip, STAY AWAY FROM THESE!! sure 30m3 is good, but the speed sucks! only 200m a sec, while te t1 drone goes 400m a sec. Also, look at the volume! 10m3 instead on 5 m3! If that doesn't convince you, look at the dam price!! 15 mil a drone. And mining drone go pop in less than a second if they are under attack, so unless you're dumb don't buy them!
Labels:
EVE Online
EVE Online - NPC Slaughtering Guide
I was directed to this site - It has an excellent download that shows you what you need to arm yourself with against all the various pirates that you come across via npc missoins etc.
Well worth the visit and thanks to the guy who put it together.
http://web.telia.com/~u50305672/-EVE-/
Well worth the visit and thanks to the guy who put it together.
http://web.telia.com/~u50305672/-EVE-/
Labels:
EVE Online
EVE Online - ways of making money
Important, before i begin: all these are based oppon my personal opinion and experience, it might differ a bit from reality or your oppinion, but then again this is what ever playermade guide is like
things idd like to talk about:
ways of making money,
my opinion and aprox amount of profit / risk.
1. Mining
Mining is the most basic, and anchient way of making money. It basicly means getting a frigate, cruiser or battleship. and fitting mining lasers on them. Mining is done frequently by havign a few miners in asteroid belts (wich are found in nearly every system) fill up cans, and then have industrial class ships pick up the ore left in the "jetison cans", this can also be done in secure cans, however they only anchor in less secure systems. The reson secure cans are beeing used is becouse of the fear of socalled Ore thiefs, They're people in industrial ships that will come to your cans and take the stuff in them, they cannot be shot or they will trigger concord (=police) responce. Usually the best mining ships are the ships with most gun slots (=most miners).
frigates: The race here doesnt matter, usually frigate pilots will mine solo, therefore cargohold would be nice to have. for example, bantam, probe, imicus.
Cruiser: If you have time and money to spare for the skill idd recommend getting the thorax, this ships got 2000 m3 drone space and 5 turret slots, so defence and mining capability are at its best with drones and 5 lasers here, a vexor or maller would be second choise, below that most ships will have near equal mining ability.
Battleships: most battleships have enough turret slots to be a pretty good miner (tempest and domi = 6, arma and mega = 7, apoc = 8 ) drone bays on these ships are all fairly enough to keep defence at nominal levels. The best ship is offcourse the apoc, but the 1 or 2 more slots its got only insure a 12.5 or 25% higher yield, wich with skills isnt that much of a diffrence (especially if its the first battleship idd recommend the armageddon since its half de price).
Mining can offcourse be done in diffrent areas, i consider: 1.0 - 0.9, 0.8 - 0.5, 0.4 - 0.1, 0.0. offcourse location also means what minerals are available, but ill keep it general (in practical terms one or 2 minerals will be missing in each area becouse of the location/region the belt is located) (profits are considering 1 indy and 1 battleship, solo):
1.0 - 0.9: These are some of the worst areas to mine in, these are often very close to general traveling routes and will be mine by hordes of people and stripmined by mega corperations. theyll contain scordite and veldspar most of the time. also there are no pirates. expect serveral millions per hour
0.8 - 0.5: These belts are often mined unless you find one out of the normal routes people have, i found a few totally unmined, this can be profitable. Commen minerals are veldspar, pyrox, scordite, plagio, and in the lower security levels also omber (0.7) and kernite (0.5). Expect a few frigate pirates, but nothing drones cant handle. also player pirates are not to be found in these sectors. Profits are again serveral millions per hour, yet more then 0.9 and 1.0, but at a slightly higher risk.
0.4 - 0.1: STAY OUT OF HERE unless in rather large groups, in my opinion this is the domain of the real player pirates, expect to find descent ore, cruiser NPC pirates, but worst of all player pirates, these are people usually working in groups of 3 or so, they will first come in with one of them, he will scan you, by this time you should already be at a station or even docked! If you plan to mine here, in any kind of group smaller then your whole corperation watch local with your life. profit can be around 2 - 3 mil per hour per person if its mined correctly. however against the risks i suggest going back to 0.5 - 0.8 for more profit. or if you know how to run properly you can stay here. There are however sentry guns at the stations so you're safe there.
0.0: lawless space, no sentrys, a players will is the law here. You can be killed without any security hit. however in my experience as long as the refinery and your mining spot are close to eachother there si not that much risks from player compared to immense rewards. expect 10 - 20 million per hour or sometimes even more. the NPC's are very powerfull and 1 or 2 battleship sized defenders are a must (or park your own tanked battleship in a safespot).
If you're on your own idd reccoment ninja mining, wich basicly means, get a ship that can run properly. park an indy at a safespot in the system, and mine in the ship untill you see pirates. once you see them, run to a moon or your safespot. wait for about 10 minutes till your scanners clear and go back. then once the can contains about the amount your indy can carry get ur indy out of its safespot and make it grab the stuff also bookmarking your mining roid is a good idea so you wont have to travel much
my own favorite: 0.0 space, if you're in a good allience, have a good group and dont have 2 many player pirates around this is the nr 1 way to make money, however its only for the people with nerves of steel and people that live with the knowledge they could lose a ship daily.
for anyone that does not have this and people that are simply not ready for it yet idd recommend 0.8 - 0.5, that is if you can find a descent system.
2. Agent missions
Agent missions at the moment are one of the safest and most boring way to make money. To start you need to climb up from a lvl 1 agent to a lvl 2 agent to a lvl 3 agent. This can take serveral days.
the 3 levels all contain a diffrent difficulty, lvl 1 is very eay and can with ease be done in frigates, level 2 can be done in frigates but is hard. in level 3 either a battleship or a cruiser and industrial are a must.
offcourse each higher level will give bigger rewards.
An agents effective quality will show the highth of its rewards, this can be raised by standing and by certain social skills. (so can the standing with the connection skill by the way)
idd say agent are for people that like to watch television while playing and cant find a good belt to mine in, and for people that are starting the game and need their first frigate to cruiser and wish to do this solo.
there are 2 diffrent classes of agents, Research and development and regulair agents.
Research and development agents will only give out rare blueprints, and are based purely on luck, no matter what you do, it will always be a lottery, i myself have had a agent for nearly 180 days and still nothing, others had 3 blueprints in a row. If you manage to get a blueprint you can make serveral (im serious) billions selling these items overpriced (but heck you're nearly the only one with the print....). In my opinion its not balanced out at all becouse ccp bases some richness on what is nearly pure luck. idd recomend people get 1 RD agent for the sake of it, but its not a reliable way of making money. owh yeh, and to increase the amount of Research points (RP) you dont have to do anything, but by doing missions you can sometimes double or trippe the daily amount (get 200 instead of 100 once).
Regular agents: They are also based on luck, and the only big profit to be made with them is by selling the basic implants (whom give a +3 to a certain attribute) for 12 - 15 million a pop. If you're lucky you can get one every 10 missions, i tihnk the average is about 30 missions. but again this is based on pure luck, you can only get implants during important missions, wich are pretty rare. You need a level 3 agent with 6.0 standing (at least) to get implants though. so dont expect to start of with them, it requires some work.
The rewards per missions are aroundm 150.000 isk a pop, wich is not much so i wouldnt go for that. there are tech 2 building componants to get and sell though. I have no idea how much this can make you extra per hour but it doesnt exeed mining or NPC hunting unless you're lucky. (this is what agents are based on though).
You can direct the type of missions you'll get a bit by picking the right corperations and the right part of this corp. For example, security in caldari navy will likely get you fighting missions. however you will still get some gun shipments , so keep that indy ready .
now here comes the "exploit" bit It used to be possible to stack say a million minerals and get a mineral agent, cancel the other missions and only pick require this and this mineral. just click yes and you're done, a frienda mine made 150 mil a night in the past with this. but its been removed im afread. however theres still other ways of making more money then designed, what i do for example is have 3 level 3 agent in the same station, so i complete 3 missions where other complete one (and a half).
3. NPC hunting/chaining
quite profitable, but ull offcourse try and take your abilitys to the max becouse the higher the more money. The most important thing here is to know your limits, dont try to take on spawns that are a lot higher then your own ship and ability, if you get killed this will ruin your profits for some time. its better to take pirates a bit below your ability then take them to high, also chaining will mean they'll instantly respawn, if you had any difficulty in the original spawn that problem might get duplicated when they spawn right after they die.
commenly chaining is the best way for making money, however soem voices say this will be removed in the future, still i will discuss the basics:
first you skim through belts trying to find one that suits your own power, then you'll have to kill the entire spawn except for one pirate, this should be the weakest one, let him attack you constantly and dont let him get away. at first nothing will happne but after some time (can be anything from 5 minutes to an hour for the first respawn) the whole spawn will respawn, again you kill all but the one circling you, then after that it should respawn faster and faster and faster, untill it will be nearly instant (right after you kill one he'll be back).
You need to experiement for yourself what chains suit you, and sometimes you will have to learn the painfull way, but eventually you'll get good at it, or ask corpmates for advice about your abilities.
another way would be going to a base, this is hard at first becouse there can be upto 30 pirates at once, but there usually only a few spawnpoints, and them spamming one at a time at a slow rate ( this rate cannot be increased ).
the biggest prize oftenly comes in the sence of the lootcans the ships drop, but can also be their bountys, usually you alone will be enough to chain, unless you're going to chain battleship pirates (0.0 space) then you might need a group, idd also recommend shield transfer arrays for everyone in this case (with 4 medium arrays at one ship hell be invincible compared to the enemys, even if its the heaviest npc battleships). profits killing npcs bss arnt that high becouse of the group split, but sometimes the loot is very rewarding.
npc hunting is profitable but it is risky and knowing your own limits its a must.
"exploits": i wouldnt call it an exploit but officially chaining is one, cant get banned for it though.
another one is when fighting heavy guristia, hide behind a asteroid, since they're using missiles the missiles will not hit you, and sicne guristia like blasters, a big rock can hold them far enough not to use them
4. Trade runs
a friend of mine used to make 100s of mils a day with them, but now thats no longer possible, its usefull for noobs but i wouldnt suggest doing it if your any kind of age, i havnt done any recently myself and if anyone can send me some traderuns to prove me wrong ill reward this with a small isk donation, ill also expand this part of the toturial if i get more info.... untill that time i cant really tell much about trade runs becouse i lack recent experience, i can however explain the basics:
You need an indy or another ship with descent cargo, find a place where something is sold cheap, then try sell it at a higher price somewhere else, it requires a lot of planning and research and is therefor time-intensive to start with. but offcourse there is the autopilot once thats all done .
"exploits": this used to be a famous one, put up a large sell order for a "low" price, and a buy order (with an alt) somewhere else (a bit far out) once someone bought the stuff cancel the buy order and the money is all urs... . this is harder nowerdays though , and finding an item suited for this is har don its own
5. Pirating / scamming, and everything else god has forbidden:
this generally means letting other people make money, and you take it away from them the "easy" way, this includes scamming, pirating, gatecamping, etc.
Scamming:
One of my personal favorites . Im not gonna go into details about how i do it, but lets say i didnt exactly mine for that raven of mine. This basicly means using the stupidity of others, i will tell you people some old scams though so you might think of your own way .
Selling shuttles for 10 million a piece, selling minerals for redicilous prices, putting a condor named scorpion in the trade window (they used to look a like), etc.
scamming is commenly done with alts, but this no longer works becouse people know alts are beeign used and wont buy from them nowadays. scammers can however expect to become outcasts and can expect to no longer be appriciated if this gets known to others. it can def be the most profitable thing to do, but it will get you on more blacklists then pirating itsself will.
Ore theft:
Now i have to admit prior to making this guide i wanted to know what it was like, so i trained a alt to fly a small basic indy, within 2 days i was on the KOS (kill on sight) lists of at least 3 alliences. This is the most hated profession in the game, it makes about twice the profit mining normally does. You just basicly get an indy, sit in 0.5 and grab the unsecured cans of poor miners (they cant attack without police responce as of yet). Sometimes they will attack you, with a nice explosion as a reward.
Pirating:
Now the real forms of pirating would offcourse be killing miners/npc hunters and camping gates, most people see pirates attacking alliences, but i consider these people to be space vikings not real pirates (m0o for instance). this profession can be among the most profitable around, if you're lucky (and any good) you can have people ejecting from their battleships to save their pods, and you can collect an easy 30 million from most smart pilots that desire to live. unlike what most people think pirating is commenly done in 0.1 - 0.4, not 0.0, 0.0 is usually filled with groups of people, this usually ends up in a fleet battle, and not a fast miner holdup. to start the way of pirating described here you used to only need a blackbird, but since the nerf you need a little more, you also need to make sure friends are not to close, and you need to put preasure on people. however blowing them up is not much profit so negatiation is a must.
corp theft:
Among these are the most famous, hated and richest people in eve. It means betraying friends youve been with for months, and often means beeing hunted till the end of the world. Some examples of these are agent shield (who corptheft after his corp let a corpthief join, dual corptheft). and Fallzone (who stole form the richest corperation at the time).
This is a profession most hated and it will not get you friends, even among pirates. But it will get you immense wealth, after wich you can sell ur account...
things idd like to talk about:
ways of making money,
my opinion and aprox amount of profit / risk.
1. Mining
Mining is the most basic, and anchient way of making money. It basicly means getting a frigate, cruiser or battleship. and fitting mining lasers on them. Mining is done frequently by havign a few miners in asteroid belts (wich are found in nearly every system) fill up cans, and then have industrial class ships pick up the ore left in the "jetison cans", this can also be done in secure cans, however they only anchor in less secure systems. The reson secure cans are beeing used is becouse of the fear of socalled Ore thiefs, They're people in industrial ships that will come to your cans and take the stuff in them, they cannot be shot or they will trigger concord (=police) responce. Usually the best mining ships are the ships with most gun slots (=most miners).
frigates: The race here doesnt matter, usually frigate pilots will mine solo, therefore cargohold would be nice to have. for example, bantam, probe, imicus.
Cruiser: If you have time and money to spare for the skill idd recommend getting the thorax, this ships got 2000 m3 drone space and 5 turret slots, so defence and mining capability are at its best with drones and 5 lasers here, a vexor or maller would be second choise, below that most ships will have near equal mining ability.
Battleships: most battleships have enough turret slots to be a pretty good miner (tempest and domi = 6, arma and mega = 7, apoc = 8 ) drone bays on these ships are all fairly enough to keep defence at nominal levels. The best ship is offcourse the apoc, but the 1 or 2 more slots its got only insure a 12.5 or 25% higher yield, wich with skills isnt that much of a diffrence (especially if its the first battleship idd recommend the armageddon since its half de price).
Mining can offcourse be done in diffrent areas, i consider: 1.0 - 0.9, 0.8 - 0.5, 0.4 - 0.1, 0.0. offcourse location also means what minerals are available, but ill keep it general (in practical terms one or 2 minerals will be missing in each area becouse of the location/region the belt is located) (profits are considering 1 indy and 1 battleship, solo):
1.0 - 0.9: These are some of the worst areas to mine in, these are often very close to general traveling routes and will be mine by hordes of people and stripmined by mega corperations. theyll contain scordite and veldspar most of the time. also there are no pirates. expect serveral millions per hour
0.8 - 0.5: These belts are often mined unless you find one out of the normal routes people have, i found a few totally unmined, this can be profitable. Commen minerals are veldspar, pyrox, scordite, plagio, and in the lower security levels also omber (0.7) and kernite (0.5). Expect a few frigate pirates, but nothing drones cant handle. also player pirates are not to be found in these sectors. Profits are again serveral millions per hour, yet more then 0.9 and 1.0, but at a slightly higher risk.
0.4 - 0.1: STAY OUT OF HERE unless in rather large groups, in my opinion this is the domain of the real player pirates, expect to find descent ore, cruiser NPC pirates, but worst of all player pirates, these are people usually working in groups of 3 or so, they will first come in with one of them, he will scan you, by this time you should already be at a station or even docked! If you plan to mine here, in any kind of group smaller then your whole corperation watch local with your life. profit can be around 2 - 3 mil per hour per person if its mined correctly. however against the risks i suggest going back to 0.5 - 0.8 for more profit. or if you know how to run properly you can stay here. There are however sentry guns at the stations so you're safe there.
0.0: lawless space, no sentrys, a players will is the law here. You can be killed without any security hit. however in my experience as long as the refinery and your mining spot are close to eachother there si not that much risks from player compared to immense rewards. expect 10 - 20 million per hour or sometimes even more. the NPC's are very powerfull and 1 or 2 battleship sized defenders are a must (or park your own tanked battleship in a safespot).
If you're on your own idd reccoment ninja mining, wich basicly means, get a ship that can run properly. park an indy at a safespot in the system, and mine in the ship untill you see pirates. once you see them, run to a moon or your safespot. wait for about 10 minutes till your scanners clear and go back. then once the can contains about the amount your indy can carry get ur indy out of its safespot and make it grab the stuff also bookmarking your mining roid is a good idea so you wont have to travel much
my own favorite: 0.0 space, if you're in a good allience, have a good group and dont have 2 many player pirates around this is the nr 1 way to make money, however its only for the people with nerves of steel and people that live with the knowledge they could lose a ship daily.
for anyone that does not have this and people that are simply not ready for it yet idd recommend 0.8 - 0.5, that is if you can find a descent system.
2. Agent missions
Agent missions at the moment are one of the safest and most boring way to make money. To start you need to climb up from a lvl 1 agent to a lvl 2 agent to a lvl 3 agent. This can take serveral days.
the 3 levels all contain a diffrent difficulty, lvl 1 is very eay and can with ease be done in frigates, level 2 can be done in frigates but is hard. in level 3 either a battleship or a cruiser and industrial are a must.
offcourse each higher level will give bigger rewards.
An agents effective quality will show the highth of its rewards, this can be raised by standing and by certain social skills. (so can the standing with the connection skill by the way)
idd say agent are for people that like to watch television while playing and cant find a good belt to mine in, and for people that are starting the game and need their first frigate to cruiser and wish to do this solo.
there are 2 diffrent classes of agents, Research and development and regulair agents.
Research and development agents will only give out rare blueprints, and are based purely on luck, no matter what you do, it will always be a lottery, i myself have had a agent for nearly 180 days and still nothing, others had 3 blueprints in a row. If you manage to get a blueprint you can make serveral (im serious) billions selling these items overpriced (but heck you're nearly the only one with the print....). In my opinion its not balanced out at all becouse ccp bases some richness on what is nearly pure luck. idd recomend people get 1 RD agent for the sake of it, but its not a reliable way of making money. owh yeh, and to increase the amount of Research points (RP) you dont have to do anything, but by doing missions you can sometimes double or trippe the daily amount (get 200 instead of 100 once).
Regular agents: They are also based on luck, and the only big profit to be made with them is by selling the basic implants (whom give a +3 to a certain attribute) for 12 - 15 million a pop. If you're lucky you can get one every 10 missions, i tihnk the average is about 30 missions. but again this is based on pure luck, you can only get implants during important missions, wich are pretty rare. You need a level 3 agent with 6.0 standing (at least) to get implants though. so dont expect to start of with them, it requires some work.
The rewards per missions are aroundm 150.000 isk a pop, wich is not much so i wouldnt go for that. there are tech 2 building componants to get and sell though. I have no idea how much this can make you extra per hour but it doesnt exeed mining or NPC hunting unless you're lucky. (this is what agents are based on though).
You can direct the type of missions you'll get a bit by picking the right corperations and the right part of this corp. For example, security in caldari navy will likely get you fighting missions. however you will still get some gun shipments , so keep that indy ready .
now here comes the "exploit" bit It used to be possible to stack say a million minerals and get a mineral agent, cancel the other missions and only pick require this and this mineral. just click yes and you're done, a frienda mine made 150 mil a night in the past with this. but its been removed im afread. however theres still other ways of making more money then designed, what i do for example is have 3 level 3 agent in the same station, so i complete 3 missions where other complete one (and a half).
3. NPC hunting/chaining
quite profitable, but ull offcourse try and take your abilitys to the max becouse the higher the more money. The most important thing here is to know your limits, dont try to take on spawns that are a lot higher then your own ship and ability, if you get killed this will ruin your profits for some time. its better to take pirates a bit below your ability then take them to high, also chaining will mean they'll instantly respawn, if you had any difficulty in the original spawn that problem might get duplicated when they spawn right after they die.
commenly chaining is the best way for making money, however soem voices say this will be removed in the future, still i will discuss the basics:
first you skim through belts trying to find one that suits your own power, then you'll have to kill the entire spawn except for one pirate, this should be the weakest one, let him attack you constantly and dont let him get away. at first nothing will happne but after some time (can be anything from 5 minutes to an hour for the first respawn) the whole spawn will respawn, again you kill all but the one circling you, then after that it should respawn faster and faster and faster, untill it will be nearly instant (right after you kill one he'll be back).
You need to experiement for yourself what chains suit you, and sometimes you will have to learn the painfull way, but eventually you'll get good at it, or ask corpmates for advice about your abilities.
another way would be going to a base, this is hard at first becouse there can be upto 30 pirates at once, but there usually only a few spawnpoints, and them spamming one at a time at a slow rate ( this rate cannot be increased ).
the biggest prize oftenly comes in the sence of the lootcans the ships drop, but can also be their bountys, usually you alone will be enough to chain, unless you're going to chain battleship pirates (0.0 space) then you might need a group, idd also recommend shield transfer arrays for everyone in this case (with 4 medium arrays at one ship hell be invincible compared to the enemys, even if its the heaviest npc battleships). profits killing npcs bss arnt that high becouse of the group split, but sometimes the loot is very rewarding.
npc hunting is profitable but it is risky and knowing your own limits its a must.
"exploits": i wouldnt call it an exploit but officially chaining is one, cant get banned for it though.
another one is when fighting heavy guristia, hide behind a asteroid, since they're using missiles the missiles will not hit you, and sicne guristia like blasters, a big rock can hold them far enough not to use them
4. Trade runs
a friend of mine used to make 100s of mils a day with them, but now thats no longer possible, its usefull for noobs but i wouldnt suggest doing it if your any kind of age, i havnt done any recently myself and if anyone can send me some traderuns to prove me wrong ill reward this with a small isk donation, ill also expand this part of the toturial if i get more info.... untill that time i cant really tell much about trade runs becouse i lack recent experience, i can however explain the basics:
You need an indy or another ship with descent cargo, find a place where something is sold cheap, then try sell it at a higher price somewhere else, it requires a lot of planning and research and is therefor time-intensive to start with. but offcourse there is the autopilot once thats all done .
"exploits": this used to be a famous one, put up a large sell order for a "low" price, and a buy order (with an alt) somewhere else (a bit far out) once someone bought the stuff cancel the buy order and the money is all urs... . this is harder nowerdays though , and finding an item suited for this is har don its own
5. Pirating / scamming, and everything else god has forbidden:
this generally means letting other people make money, and you take it away from them the "easy" way, this includes scamming, pirating, gatecamping, etc.
Scamming:
One of my personal favorites . Im not gonna go into details about how i do it, but lets say i didnt exactly mine for that raven of mine. This basicly means using the stupidity of others, i will tell you people some old scams though so you might think of your own way .
Selling shuttles for 10 million a piece, selling minerals for redicilous prices, putting a condor named scorpion in the trade window (they used to look a like), etc.
scamming is commenly done with alts, but this no longer works becouse people know alts are beeign used and wont buy from them nowadays. scammers can however expect to become outcasts and can expect to no longer be appriciated if this gets known to others. it can def be the most profitable thing to do, but it will get you on more blacklists then pirating itsself will.
Ore theft:
Now i have to admit prior to making this guide i wanted to know what it was like, so i trained a alt to fly a small basic indy, within 2 days i was on the KOS (kill on sight) lists of at least 3 alliences. This is the most hated profession in the game, it makes about twice the profit mining normally does. You just basicly get an indy, sit in 0.5 and grab the unsecured cans of poor miners (they cant attack without police responce as of yet). Sometimes they will attack you, with a nice explosion as a reward.
Pirating:
Now the real forms of pirating would offcourse be killing miners/npc hunters and camping gates, most people see pirates attacking alliences, but i consider these people to be space vikings not real pirates (m0o for instance). this profession can be among the most profitable around, if you're lucky (and any good) you can have people ejecting from their battleships to save their pods, and you can collect an easy 30 million from most smart pilots that desire to live. unlike what most people think pirating is commenly done in 0.1 - 0.4, not 0.0, 0.0 is usually filled with groups of people, this usually ends up in a fleet battle, and not a fast miner holdup. to start the way of pirating described here you used to only need a blackbird, but since the nerf you need a little more, you also need to make sure friends are not to close, and you need to put preasure on people. however blowing them up is not much profit so negatiation is a must.
corp theft:
Among these are the most famous, hated and richest people in eve. It means betraying friends youve been with for months, and often means beeing hunted till the end of the world. Some examples of these are agent shield (who corptheft after his corp let a corpthief join, dual corptheft). and Fallzone (who stole form the richest corperation at the time).
This is a profession most hated and it will not get you friends, even among pirates. But it will get you immense wealth, after wich you can sell ur account...
Labels:
EVE Online
EVE Online - Pirate Guide
ey as you might know EvE is a very hard game to earn a living in. You can run missions,BORING, you can mine,BORING u can trade,BORING, or you can PIRATE,best of em all. If you are new to EvE you might be thinking well i cant kill people yet and all i cna do is mine and kill rats. WELL YOUR WRONG. As a pirate all u have to do is intimidate people . What i did was i got close to them with my Warp Scrambler skill and warp scrmabled him sent him a convo invite and bam
asked him to pay or i would shoot. The funny thing is that they didnt know how much sp i had(900k).I was in a kestrel.(very good frigate btw my fav)
Setup:
1.4 rocket launchers
2.Micro Warp Drive(used to get close to target very fast and intimidating way)
3.small shield booster
4.warp scrammbler,dont use warp jammer it takes to much juice off ur power pool.
5.2 power diagnostic devices(increases recharge of capacitor and some also increase shield recharge as well)
So ive told u my setup. If u are a smooth talker and intimading at the same time well youll get money. For exmaple i got 10mil ISK off my first victim in a coveter mining lolz(i had 900ksp).
How to Treat a VICTIM
First if your gonna be a pirate ok your supposed to be intimidating b ut dont be an !@#$%^&* and cuz him out just b like "Hey man sorry to interrupt your buissness but i require your money if you dont comply i will blow you up lolz" something like that
Since your new if he dosnt give u money dont shoot him jsut warp again
How to target a target
Ok well if your gonna pirate as a new person you need to know how to find a target. Well since your in a kestrel(frig) it is advisable that u can target miners and cruisers not destroyer,bc,other frigs and bs.
Make Friends..
Ok also so u can be more succesful in your pirating always work as a team with a friend. For example me and my friend we named our character with the same last name and we were claled the xxxx Brothers (dont wanna say the name lol cuz people might read this lolz and report my characters). As soon as miners c 2 people instead of one its even scarier. Always work as a team and success shall b yours
Well this is my whole guide the rest is up to you to find out because successful pirates start with help but if u are trully apirate the rest u can do
Systems to Hunt in
Since your new hunt in 0.3-0.4 asteroid belts
asked him to pay or i would shoot. The funny thing is that they didnt know how much sp i had(900k).I was in a kestrel.(very good frigate btw my fav)
Setup:
1.4 rocket launchers
2.Micro Warp Drive(used to get close to target very fast and intimidating way)
3.small shield booster
4.warp scrammbler,dont use warp jammer it takes to much juice off ur power pool.
5.2 power diagnostic devices(increases recharge of capacitor and some also increase shield recharge as well)
So ive told u my setup. If u are a smooth talker and intimading at the same time well youll get money. For exmaple i got 10mil ISK off my first victim in a coveter mining lolz(i had 900ksp).
How to Treat a VICTIM
First if your gonna be a pirate ok your supposed to be intimidating b ut dont be an !@#$%^&* and cuz him out just b like "Hey man sorry to interrupt your buissness but i require your money if you dont comply i will blow you up lolz" something like that
Since your new if he dosnt give u money dont shoot him jsut warp again
How to target a target
Ok well if your gonna pirate as a new person you need to know how to find a target. Well since your in a kestrel(frig) it is advisable that u can target miners and cruisers not destroyer,bc,other frigs and bs.
Make Friends..
Ok also so u can be more succesful in your pirating always work as a team with a friend. For example me and my friend we named our character with the same last name and we were claled the xxxx Brothers (dont wanna say the name lol cuz people might read this lolz and report my characters). As soon as miners c 2 people instead of one its even scarier. Always work as a team and success shall b yours
Well this is my whole guide the rest is up to you to find out because successful pirates start with help but if u are trully apirate the rest u can do
Systems to Hunt in
Since your new hunt in 0.3-0.4 asteroid belts
Labels:
EVE Online
EVE Online - Manufacturing Boosters
Guide to Booster Production
The process:
- Find gas cloud. Best info is that these are LADAR sites and spawn certainly in 0.0 COSMOS constellations and apparently in non-COSMOS areas in the same region
- Harvest the gas cloud. This requires a Gas Harvester module and the Gas Cloud Harvesting skill. This gives you with a Cytoserin compound
-- The base module is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time.
-- The meta versions are bugged - their skill requirement is set to "Gas Harvesting", which doesn't exist.
-- The skill is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time
- React the compound. This requires a Medium Biochemical Reactor Array (POS array). These are empire-seeded. It also requires the requisite reaction. This gives you a pure booster
-- Reactions can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only
- Manufacture the booster. This requires the right blueprint and pure booster compound, as well as usually some additional commodity. It presumably requires the Drug Manufacturing skill. Presumably it can be done in the seeded Drug Lab POS module; it's also been suggested that it can be done in player outposts.
-- Blueprint copies can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only
There are two further classes of booster. The Improved versions require an Improved reaction and both the pure standard booster in question and a pure booster compound which is believed to be from an adjacent COSMOS constellation, plus a commodity. The Strong versions require a Strong reaction, the pure improved booster in question and a pure standard compound which is believed to be from the COSMOS constellation opposite it on the map, plus a commodity. It is assumed that both reactions require a Biochemical Reactor. Both obviously also require the relevant BPC.
In summary, to make a standard booster, you need:
-Gas cloud
-Harvester module
-Harvester skill
-Medium Biochem reactor
-Standard booster reaction
-Drug Manufacturing skill
-Booster blueprint
The process:
- Find gas cloud. Best info is that these are LADAR sites and spawn certainly in 0.0 COSMOS constellations and apparently in non-COSMOS areas in the same region
- Harvest the gas cloud. This requires a Gas Harvester module and the Gas Cloud Harvesting skill. This gives you with a Cytoserin compound
-- The base module is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time.
-- The meta versions are bugged - their skill requirement is set to "Gas Harvesting", which doesn't exist.
-- The skill is known to be offered as a reward from some 0.0 COSMOS missions at least some of the time
- React the compound. This requires a Medium Biochemical Reactor Array (POS array). These are empire-seeded. It also requires the requisite reaction. This gives you a pure booster
-- Reactions can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only
- Manufacture the booster. This requires the right blueprint and pure booster compound, as well as usually some additional commodity. It presumably requires the Drug Manufacturing skill. Presumably it can be done in the seeded Drug Lab POS module; it's also been suggested that it can be done in player outposts.
-- Blueprint copies can be found in certain 0.0 exploration sites which are believed to be COSMOS constellation-only
There are two further classes of booster. The Improved versions require an Improved reaction and both the pure standard booster in question and a pure booster compound which is believed to be from an adjacent COSMOS constellation, plus a commodity. The Strong versions require a Strong reaction, the pure improved booster in question and a pure standard compound which is believed to be from the COSMOS constellation opposite it on the map, plus a commodity. It is assumed that both reactions require a Biochemical Reactor. Both obviously also require the relevant BPC.
In summary, to make a standard booster, you need:
-Gas cloud
-Harvester module
-Harvester skill
-Medium Biochem reactor
-Standard booster reaction
-Drug Manufacturing skill
-Booster blueprint
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EVE Online - DeadSpace Complexes Guide
Abstract
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There are certain areas scattered around space that are unsuitable for warping into due to a natural phenomena. These areas have been known for some time and were early on dubbed “deadspace.” It is only recently that the strategic usefulness of these special areas has been discovered. Someone got the bright idea that instead of warping or jumping into deadspace, one might be able to use the ancient acceleration gates (the precursors to modern gates) that simply catapult vessels, much like a slingshot, through space. This worked and is now giving anyone with the access to the technology the opportunity of building and defending pockets in deadspace and limiting access to them by controlling the gates. Now everyone ranging from empires to pirate factions and even sentient rogue drones are scrambling to set up various enter prises in deadspace ranging from recreational facilities for the wealthy or homes for the elderly to naval shipyards and asteroid processing fields.
What is a Deadspace Complex?
A deadspace complex is a string of deadspace pockets, connected with ancient acceleration gates. To get from one pocket on to the next one, one needs to activate the acceleration gate and there are several methods possible to achieve that, depending upon the gate itself.
Getting in
To get to a deadspace complex, it is most common to have to first find its celestial beacon and warp to it. In some cases one might have to scan for the entry point if it is something else than a celestial beacon.
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It might even be necessary to fly between moons looking for complexes, when its owners have gone overboard on paranoia and hidden their operations thoroughly.
To see the beacon in your Overview display you need to check “Show Beacon” in your Type Selector:
• Click on the row of bars in front of the text “Overview.”
• Select “Type Selector.”
• Locate “Show Beacon” and check it.
Now when you enter a solarsystem that has a deadspace complex you will be able to see an entry in your Overview scanner window.
What do I do?
Presuming you want to explore the entire deadspace complex, once you arrive at the complex you will receive an incoming message giving you some information about the complex and its difficulty level.
• Some complexes are very challenging and can not be completed by a solo player.
Then you simply need to determine where it is likely that the key to the acceleration gate is hidden. Then you simply need to go for it, and be forewarned - its keepers will hold on to it with dear life. Not all gates need keys, and in those cases you need to try them out and see what they require (should you not meet requirements, you will receive notification thereof).
What do I gain?
Firstly, there is a lot of money to be made. For example the deadspace pirates normally have a generous bounty on their heads, which you are automatically given when you eliminate the threat.
Secondly, the deadspace complexes are an exciting option for those wanting to fly around on their own as well as for those that find most comfort in spending time and excitement with a gang or even a fleet of allies.
Thirdly, deadspace often harbors secret laboratories, supply depots, shipyards experimenting with new equipment, and vessels fitted with or carrying enhanced equipment that can be looted.
So it is money, excitement and loot, valuable loot, and maybe even more…
More on Ancient Acceleration Gates
The gates are generally activated with a key, passcard, or cipher. It is normally held by an entity (Deadspace Overseer) in the same deadspace pocket as the gate is in, found in an on-site structure such as an asteroid colony or a control tower (normally located centrally in every deadspace pocket) which you need to blow up and loot or the key is simply stored in a secured and guarded container.
There are certain areas scattered around space that are unsuitable for warping into due to a natural phenomena. These areas have been known for some time and were early on dubbed “deadspace.” It is only recently that the strategic usefulness of these special areas has been discovered. Someone got the bright idea that instead of warping or jumping into deadspace, one might be able to use the ancient acceleration gates (the precursors to modern gates) that simply catapult vessels, much like a slingshot, through space. This worked and is now giving anyone with the access to the technology the opportunity of building and defending pockets in deadspace and limiting access to them by controlling the gates. Now everyone ranging from empires to pirate factions and even sentient rogue drones are scrambling to set up various enter prises in deadspace ranging from recreational facilities for the wealthy or homes for the elderly to naval shipyards and asteroid processing fields.
What is a Deadspace Complex?
A deadspace complex is a string of deadspace pockets, connected with ancient acceleration gates. To get from one pocket on to the next one, one needs to activate the acceleration gate and there are several methods possible to achieve that, depending upon the gate itself.
Getting in
To get to a deadspace complex, it is most common to have to first find its celestial beacon and warp to it. In some cases one might have to scan for the entry point if it is something else than a celestial beacon.
It might even be necessary to fly between moons looking for complexes, when its owners have gone overboard on paranoia and hidden their operations thoroughly.
To see the beacon in your Overview display you need to check “Show Beacon” in your Type Selector:
• Click on the row of bars in front of the text “Overview.”
• Select “Type Selector.”
• Locate “Show Beacon” and check it.
Now when you enter a solarsystem that has a deadspace complex you will be able to see an entry in your Overview scanner window.
What do I do?
Presuming you want to explore the entire deadspace complex, once you arrive at the complex you will receive an incoming message giving you some information about the complex and its difficulty level.
• Some complexes are very challenging and can not be completed by a solo player.
Then you simply need to determine where it is likely that the key to the acceleration gate is hidden. Then you simply need to go for it, and be forewarned - its keepers will hold on to it with dear life. Not all gates need keys, and in those cases you need to try them out and see what they require (should you not meet requirements, you will receive notification thereof).
What do I gain?
Firstly, there is a lot of money to be made. For example the deadspace pirates normally have a generous bounty on their heads, which you are automatically given when you eliminate the threat.
Secondly, the deadspace complexes are an exciting option for those wanting to fly around on their own as well as for those that find most comfort in spending time and excitement with a gang or even a fleet of allies.
Thirdly, deadspace often harbors secret laboratories, supply depots, shipyards experimenting with new equipment, and vessels fitted with or carrying enhanced equipment that can be looted.
So it is money, excitement and loot, valuable loot, and maybe even more…
More on Ancient Acceleration Gates
The gates are generally activated with a key, passcard, or cipher. It is normally held by an entity (Deadspace Overseer) in the same deadspace pocket as the gate is in, found in an on-site structure such as an asteroid colony or a control tower (normally located centrally in every deadspace pocket) which you need to blow up and loot or the key is simply stored in a secured and guarded container.
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