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the adventures of reine du fromage de blight

this is my blog of the mostest awesome mmo currently available! go to www.istaria.com for more information!

Author: velveeta

the first four, part 3 - dalimond

Posted by velveeta Friday May 15 2015 at 7:49PM
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once you are ready to get off the low level island, your first stop is likely to be the human city of dalimond (after you reach bristugo, of course).  this is usually the first mainland city bipeds get to know.

unlike most of the cities we will visit, the four basic skewl trainers are wide spread.  you will be running all over the city, and even outside the city walls, to find the trainers we will meet today.

so, let's start with the cleric trainer, beccan.  this godly woman can be found in the westernmost house, right next to the west gate.  she is standing next to the altar in the middle of the room, near the door, waiting to speak to you about joining the skewl and to offer some quests to help you level.

maester larson, the mage trainer, has his scholar's room on the other side of town, in the northeast walled academy next to the archive building.  enter the courtyard and go into the last building on the left hand side.  the maester is in his lab room, and is not so happy to speak to you about the mage brotherhood.  be quick, so he can get back to his research......

jyrris wind is the dalimond scout trainer.  like most outdoorsy peeps, she doesn't care for towns much, so you will find her just outside the main gate, near the archery practice field.  she is always looking for more scouts to help control the critter population that infests the lands around the town.

lithe sergeant grace addlier looks more like a dancer than a fighter, as she well knows.  look for her in the walled manor closest to the main gate.  she is more than happy to talk to you about joining the brotherhood of warriors, and to send you out on quests of great importance.

no matter what skewl you choose to explore, dalimond will offer you many chances to level up and do some good.  it makes an almost perfect place to start your adventures in the wide world of istaria!

 

that's it for dalimond.  next time, we will explore another mid level city to meet and greet the basic trainers.  come back soon!!

the first four, part 2b - sslanis

Posted by velveeta Tuesday May 12 2015 at 4:56PM
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the other city on teh island of lesser aradoth is sslanis, sister to kion and home of the lizardfolk sslik.  it is a jungle fortress, and you will need to be attuned to it to port.  i covered the attunement tour a while back, so feel free to read that post to find the easiest way to get there without porting.

much like kion, all the basic trainers are located close to each other.  take the road from teh port pad thru the 'gate' - the doorway to the trainers will be on your left, up the steps, of the main fort area.  go thru the first arch and then go to the right.  you will enter a courtyard, and the first set of trainers will be thru the arch on your right.

the first room holds the warrior and scout trainers.  closest to the arch is the warrior trainer, ralsh.  it stands near the door into the room.  speak to it (sslik have no gender) to join the brotherhood and get your appropriate quests.

sharing the same room with ralsh is gralash, the scout trainer.  it stands next to the archway leading to the other 2 trainers, in the opposite corner from ralsh.  a brief conversation gains you entry to the family of scouts and the associated quests.

thru the arch next to gralash is the room with the mage and cleric trainers.  you will find the cleric trainer, trask, first - seeing as it is right next to the archway.  it is happy to enter you into the cleric skewl, once you speak to it.

that leaves only the mage trainer to meet.  its name is shabada, and it is standing next to its friend, trask.  speak to it to join the mages and get some advancement quests.

 

and that covers the trainers for the low level cities.  next, we will start the meet and greet of the mid level cities and the first four adventure trainers therein.  hope to see you soon!

the first four, part 2a - kion

Posted by velveeta Friday May 8 2015 at 8:20PM
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once you are ready to leave the training islands, your first stop is most likely to be kion, the home city of the catfolk saris.  once you pop up in the pad, turn to the southeast and head for the fort area.

inside the fort, you will find all the basic trainers on the first floor of the large, L shaped building.  facing the building, you will find the cleric and mage trainers thru the doorway on your left, and the warrior and scout trainers thru the doorway in front of you.

let's go left for now.  you will find mera the cleric trainer and rennis the mage trainer standing right next to each other.  this makes it very easy to speak to both her and him without moving!

to reach the warrior and scout trainers, you can go thru the cleric/mage room - you don't have to go outside again.  if you do go thru the outside doorway, you will find geela the scout trainer first.  she is closest to the doorway.  speak to her to join the scout skewl and get some appropriate quests.

a few steps away, mattias the warrior trainer is waiting.  speak to him to gain entry to the brotherhood and to get your level quests.

and there we have the trainers in kion.  when next we talk, i will introduce you to the trainers in the other city on the island of lesser aradoth, sslanis.  hope to see you soon!!

the first four, part 1 - spirit isle and new trismus

Posted by velveeta Friday May 1 2015 at 4:46PM
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so, here we are at the beginning of our meet and greet tour of biped adventure trainers.  there are 3 'types' of skewls, much like the crafting skewls.  we will first explore the basic adventuring skewls of mage, scout, warrior, and cleric.  every racial city has a set of these trainers, usually in close proximity to each other, so i will be doing them by city - when we get to the hybrid and prestige skewls, i will go back to doing them as a set, as i did with the crafting trainers.

with that in mind, let's get started at the beginning, shall we?

bipeds start their tutorial adventures on the spirit isle.  the adventure trainer for all the basic skewls on the island is cellardus the adventurer.  he can be found in the 'temple' area - located in the center of the island on a rise - to the right of the stairs.  of course, if you are a newbie and speak to him, he will offer you quests for the skewl you are interested in.  he even had a quest for me!

 

after spirit isle, a newbie's next stop is new trismus.  much has changed on the beginner's island, but the adventure trainers are still in bizniz.  the cleric and warrior trainers are in the tavern area, next to each other, and the mage and scout trainers are in the main fort area.

in the burned out tavern, acolyte miry is the beginner cleric trainer.  she stands next to the right hand wall, next to the warrior trainer, gaedin.  speaking to her grants you entry into the clerical order, and a nice bunch of quests.

just steps away from the acolyte, you can speak to the sergeant acting as the warrior trainer for the newly arrived.  gaedin is very willing to give you quests to train you for battle against the withered aegis that has infected the home he loves.

across the square from the tavern is the main fort, where you will find the mage trainer, ulaven.  he is located in the burned out scholar's room, to the left of the entrance.  he, too, offers training quests - i haven't don't much with the mage skewl, so he doesn't have much to say to me, but if you have completed your time on spirit isle, he will put you to work to serve the mage intentions.

sadie the saris is the scout trainer for new tris.  she is to be found just inside the fort, to the right of the entrance.  she, of course, has a myriad of quests to prepare new scouts to face the larger world and its dangers - all you have to do is speak to her!

now that you have met the beginner trainers, we will enter the larger world of istaria, and visit the racial cities to meet the trainers there.  come back soon to discover the kion trainers.  see you then!

new new tris and the memorial island

Posted by velveeta Tuesday April 14 2015 at 6:33PM
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**just fyi:  the new trismus entry(ies) on the wiki have not be updated.  also, there is no thread on the memorial island.  do a search should you care to find out more than this post can encompass.**

if it's been a while since you have been to the training island of new trismus (or if you haven't been there yet) - things have changed.  the happy, idyllic little village is now a virtual (all puns intended) wasteland, barely holding back the withered aegis assaults. 

the first thing you will notice is the new port area.  when you pop up on the incoming pad, you will notice that the shrine has been rebuilt next to the pads.  other than that, tho, everything looks pretty normal.

but as you head into town, you will see that things have gone horribly awry.  the connie/pb tent is completely gone, and the building with the tavern and the vault area is burned down, as are all the buildings in town.  the shrine that was the center of village life is gone as well, altho steward pratt is still on patrol and offering quests.  there is a wall around the town - players are responsible for rebuilding it, so some sections may be unfinished.  serena still keeps the vault in the same place, and geoff the pawnie has taken shelter with her along with rhagool.  and old reliable frelic is still in place and in bizniz.  the dragon trainer caves are unaffected, as well.

the old 'monster' road out of town - that took you thru the gruoks and grulets first, then the crossroads where the grass beets roamed - has now become a blighted stronghold of a tribe of wa known as the invae.  the crossroad itself is crowned with a blight anchor (not recommended you hang around for too long if you are low to medium levels and/or solo), spewing out wa to spread the blight to all corners of the island.

the critters have been moved to guard the resource fields.  the grulets and gruoks are now in the flax fields near rancher eldon's place (that road now has a guard that you can run to for help with the piggies), the spiders (that used to live under the fallen log immediately west of the crossroad) are in the flax fields near the fws, pratt's pond has become the nesting place for the spiders as well as the source of sandstone (and the gem mine is still there) - but gained a guard and the scaffolding for a new building.  there is the double threat of the spiders and the treants in the cedar field.  the grass beets have been moved to the area west over the mountain in the metal field, west of the mws.  if you continue north on the road, you will come to a guard camp.  you can pick up some quests for the ruined homestead further up the road.

the rest of the changes, i leave to you to explore.

 

for almost as long as horizons has been around - at least since the first rl player death, anyway - istarians have wanted a place to remember the characters and their players that meant so much to us.  the devs have hidden at least a couple little 'easter eggs' around the world, but there is nothing for the players.  finally, tho, we have an island where we can memorialize those who have left us.  you can even get a plot and build a memorial spot of your own!  altho it doesn't show up, the island's physical 'location' in the world is off the southern coast of the three sisters island group.  once you are on the island, you can access the map as normal.

to get to the memorial island, you have to port from the genevia pad.  when you pop up, you will see that you are in the center of an intersection.  there are buildings to the south, west, and north of you, with a road to the east.  this eastern road wends around the mountain and ends in a little grove area - to my mind, it would make a nice place to reflect on a friend who has passed on.

north of the pad is the entrance to the dragon crypt.  inside the crypt, you will see the entrance to halls on either side of you.  to the left of you is the dragon crafter crypt, and the dragon adventurer crypt is on the right.  take a moment or two to appreciate the dragon banners decorating the back wall. 

to the south of the port pad is the biped crypt.  it is broken up into 2 smaller crypts, each with a series of smaller subcrypts - one each for every adventure and crafting school.  adventure schools to the left, craft schools to the right.

to the west of the pad, down the rise, is the entrance to the 'mausoleum' field.  run thru the building and exit out into the western half of the island.  you can follow the road around to all the little shrines (and i use shrine here as the meaning 'a place for leaving offerings').  one of the first shrines you will happen on is the one i call the 'saris' shrine, across from the 'dwarven' shrine (i adore the waterfall).  the shrines are inscribed, altho i can't read them.  the really awesome part, tho, is the building plots.  i haven't done the needed research to know if you can have a memorial plot in addition to a regular plot/lair - but i do know you can build on them if you so desired!  scattered thruout the plot field are gazebosfountains, and shady trees with benches.  it is a very pleasant place to spend a little time remembering beloved ones.

 

next time we meet, we will start the meet and greet tour of the biped adventure trainers.  see you soon!

a day in the life of a fitter, part 4 - applying

Posted by velveeta Friday April 10 2015 at 9:46PM
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yay!!  the hardest part is over!!  you have harvested, you have made, and now you are ready to apply a load of sheets to a building!

so, you are at the plot you are working on.  if you don't already have a building or buildings you are working on, you can choose one by double clicking on the plot marker (which will open up the property details page) and using the construction tab.  if you click on the structures under construction, the building's scaffolding will light up.  this is handy for finding buildings you have already partially applied materials to.

otherwise, approach the scaffolding of the building you wish to work on and double click.  this will bring up the construction tab for that building and show you the list of needed materials.  usually, the same tool you use to make the construction material is the one you need to apply it - in this case, i need to make sure i have my fitting mallet equipped.  choose the material you wish to apply - notice the screen shows me that i need 45 units of sheets applied, that i have none done on this building, that i need at least a 400 in the fitting skill to apply steel sheets, and that the owner (my draggy mourningwood) forgot to put some coin on this building.  draggys are cheapskates.......

anyhoo, at the bottom left of the screen, you will notice the 'contribute' button.  clicking the button will bring up a small info screen.  it is pretty self explanatory, but i would like to draw your attention to the 'your contribution' area.  you will notice that there is a line that reads: resources needed per unit: 2.  depending on your skill level, you might need up to 4 sheets per unit.  what this means, of course, is that i need 2 pieces of sheeting to make up one unit.  so, 45 sheets needed = 90 crafted sheets, if you get me.

save yourself a little hassle and slide the 'resources to use' slider to max and click okay.  the screen will revert to the construction tab, and you will notice that i have done 45 steel sheets, which makes the structure 6.4% completed.  your chat log will advise you as to the amount, if any, of xp you receive for this application, and, of course, checking your inventory will show the reminder of the crafted sheets, which you can apply to another building.

 

and so, there we are!  our meet and greet tour of the crafting trainers is officially complete.  in a couple days, i will talk to you about how the evil place is even more evil these days, and a really sweet idea that horizons players have been asking for for several years that the great gods have given us.  join me next time, when all will be revealed!!!

 

a day in the life of a fitter, part 3 - making

Posted by velveeta Saturday April 4 2015 at 6:29PM
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once you have a full load of ore (for me, it is 1350 pieces of ore on the disk, 250 on harvarti, and the rest in my inventory), it is time to head for the workstation and make the first of our 'crafted' resources, steel bars.

once at the mws, swap your pick for your smelting tongs.  i use my hotkey, or you can access your inventory and use the right click menu.

next, if you don't have it hotkeyed (them, for me - i hotkey the forms i am using as well as the tools, so i have my bar form, my sheet form, and my joint form ready), and while standing near the smelter station, access your knowledge tab and select the 'metal bars' formula (i need steel, of course).  you can't make anything without the proper tools, so make sure you have everything by checking the upper left side of the creation screen.  make the maximum amount you can with the ore you have in one sitting by clicking the arrow icon in the 'batches' field, click the create button in the lower right of the screen, and voila!  i have created 1032 steel bars.  

as you can see from the screenie, the bars went into my inventory and have overburdened me greatly.  so i have to dump them to my disk and park it at the smelter while i go get more ore to make more bars.  you do this by click and drag the bars from your inventory to your disk (and to your cargo pet, if and when) and detaching the disk.  open your epuipment tab and locate the chain icon next to the disk area. click the chain icon and you will see that it 'breaks' - the links that were connected are now separated.  your disk is now parked in place and will stay in that location until you reattach it.  the blue arrow underneath the chain icon is a locator - it will show you direction and distance when you hover your cursor on it.  remember that your pet prolly stacks, so you can have both ore and bars on it until you reach the cap.

so, head back into the field and whack away until you get a full load of bars made.  for me, that is 1687 bars on the disk, 312 on harvarti, and about 564 in my inventory.  switch from your tongs to your fitting mallet, bring up your steel sheeting form and move to the anvil.  make a batch of sheets.  move some to your disk - unlike most lesser resources, higher ones like sheets do not automatically split, so you will have to do it.  in your inventory, right click on the sheets and choose the split option.  it may take you a couple tries to get the counts right, but for me, i can fit 112 sheets on the disk and 20 on havarti.  the splits will stay in your inventory until you move them to the container.  if you have the room, you can rinse and repeat until you have as many sheets as you want and/or need.

once you are finished making everything, remember to reattach your disk before heading home - you don't want to get half way to your destination before remembering you didn't.  if there is a plot handy with a vault, you can deposit your sheets there and fetch them out again from another vault - in my case, i have a vault on the industrial complex, so that's handy!  if you can't recall (remember, you can't with almost all disks), head for a port.  be prepared for the cost of the porting - a disk is charged a fee that varies with the amount of items on it, so the coins add up!

and that is the making phase.  when next we meet, i will show you how to apply the sheets to a building, and that will officially end our tour of the biped crafting trainers.  before i start with the adventure trainers, we will take a very short (one post should do it) tour of the new new trismus and of the memorial island.  hope to see you soon!

a day in the life of a fitter, part 2 - harvesting

Posted by velveeta Wednesday March 25 2015 at 7:57PM
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now that you are all geared up, it's time to get started.  first, of course, you have to get to the resource field.  since i am working on steel sheeting, i need to find dark iron.  back in the day, steel was one of the resources you need to work 2 basic raw resources for - iron and nickel.  the gods have, blessedly, done away with dual harvesting, and so, since i wanted to harvest a plentiful - but preferably unguarded - field, i scampered off to acul, on the eastern end of trandalar.

therefore, i ported to acul and ran north to the dark iron field.  the field is huge, and there are nickel gols guarding the northern half of it, but the area nearest the (handy) mws is unguarded with plenty of nodes.

when you reach the field, equip your disk and your mining pick.  open your inventory and right click the disk to choose the equip option.  you will see, on your equipment screen, a chain icon next to your disk icon.  if the chain is whole, you have attached your disk and will tow it behind you.  when i am crafting, i hotkey my tools, so all i have to do it click the hotkey for the pick, and whatever i was carrying in that hand will switch places with the pick.  in my case, my warhammer replaces the pick in the 'tools' pouch in my inventory.

so, now you are ready to head for some nodes and begin harvesting.  after your first hit, i recommend putting the ore into your disk.  otherwise, all the ore will go into your inventory until it is full.  after the first time you do this, the ore will automatically go into the disk and/or cargo pet (providing you are harvesting the same resource.  if you switch to, say, cotton, you will have to do the process again).  you will have to do the same for your cargo pet.

some words about nodes.  in olden times, there were 3 'types' of nodes; normal, rich, and motherlode.  as you might think, you get more raw ore from a rich node than a normal one, and the motherlode is, well, the motherlode of nodes.  these days, all rich and motherlode nodes are called rich, and you can't really tell until you exhaust it as to which type it is.  there is typically about 22-25 'hits' per normal node, and 100+ hits from a rich node.  depending on your skill level, you will get anywhere from 1 to 15 pieces of ore from a hit.  you can miss hit, tho, at any level.  you also get bonus ore every so often - back in the day, this would typically be the next tier of resource (which was a pain in the azz when you were crafting particular resources - useless and mostly deleted from your inventory to make room for the stuff you really want).  these days, the gods have made the bonus be what you're harvesting.

so, run around the field until you fill your disk, cargo pet, and inventory.  most likely, you will end up overburdening your inventory.  you can get so overburdened, you can't move.  in that case, simply delete a few pieces of ore until you can move again.  how fast you want to go will determine how many.  with the workstation so close, i wasn't as concerned with speed as i was with quantity.

once you have a full load of ore, it is time to make some bars.  we will explore the making phase in our next post, so come back soon!  see you then!

a day in the life of a fitter - part 1, getting ready

Posted by velveeta Friday March 13 2015 at 9:02PM
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to top off our exploration of crafting trainers, i thought i would do a crafting job from start to finish.  i have breezed thru the process in other posts, but in this short series, i will do a thorough coverage.  i will be working as a fitter (metalworking construction skewl), but this process is basically the same for all biped crafting skewls.

as you may remember from our meet and greet, a fitter works with metal to make construction materials, specifically jointings (or joints) and sheeting (or sheets).  a fitter gains experience by making and applying construction materials for buildings on plots (remember, dragons have lairshaping - construction materials cannot be used on lairs, and vice versa.  peds and draggys can make the basic resources for each other, but not the higher ones.  they can, now, use each others machines, which is handy).

first thing - after you have decided what to work on - is to get suited up for the job.  cargo clothes work on the basis of the wearer's current crafting level.  vel is a level 82 fitter, just short of the level to wear tier 5.  therefore, i equipped my tier 4 (silk) set of clothes.  a complete set includes: belt, boots, cap (i prefer the invisible ones), leggings, sleeves, tunic, and wristbands.  cargo clothes increase your carrying capacity/inventory and provide a bit of armor protection.

you will also want to have your cargo disk in your inventory (while all disks slow you down and you can't recall with any type equipped [remiind me to tell you some funny stories about losing your disk and having to track it down some time], some of them prevent porting and it costs extra coin to port with one, even empty, so that is why i recommend you don't actually equip it until you are at the harvest field - but more on that later).  as you can see from the wiki page, there is a myriad of different disks.  i prefer the tarbash's.  only 1 stack, but it's huge and you can port with it.  in addition, unlike the clothes, most disks (but not all) work for any trade skewl - which means you can use the highest tier disk you have for any skewl, provided you have at least one skewl with the requisite level.  for instance, even tho i am only a level 82 fitter, i can use a disk rated for a level 100+, because i have several crafting levels at max.  for now, just make sure it is in your inventory.  

if you are lucky enough to have a cargo pet, it acts like a small cargo disk.  i, someday soon, want to get a black widow spider pet, but for now i have havarti, the shepard dog.  he can port, so i usually don't bother to unequip him (frankly, i often forget he is there, until he howls).  i assume you can equip and unequip pets the same as disks, using the right click menu on the leash icon (bottom right slot in your equipment screen).  you want to make sure you have any sacks or satchels you want to use equipped (if you don't have already.  unless i need to use a shield, i usually forget about it as well).

most importantly, make sure you have the needed tools in your inventory.  i have a pouch solely for the tools i am currently using.  you don't have to equip anything just yet, but you don't want to be districts away from a vault when you realize you don't have the right tool for the job.  a fitter needs a mining pick to harvest, smelting tongs to make bars, and a fitting mallet to make the final resource.

finally - and you can do this now or when you get to the field (i usually do it after i log into game, as a habit, i have them hotkeyed) - you can cast whatever gifts or boons you see fit.  i have the standard three gifts i cast as a matter of course - gift of alacrity, gift of speed, and gift of strength.  i also have the spell 'swift feet' hotkeyed - takes a little of the pain out of all the running you have to do, especially with a full disk and inventory.  they will show up in your gift slot when you cast them, and you can hover your cursor on them to see how much time you have left on them.

that should take care of the basics of getting ready to do a crafting job.  you may have other things you like to have or do, but that is really all you need to get started.  and so, that is what we will do next time.  see you soon!

2015 gnomekindle - hermey the misfit gnome, hermey's quest

Posted by velveeta Saturday March 7 2015 at 3:30PM
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our last bit of gnomekindle for this year is hermey the misfit gnome's personal quest.  this is a story quest that requires you to talk to some of the elven inhabitants of feladan.

as usual, approach hermey and speak to him to accept the quest.  hermey wants to know how to class up gnomekindle, and wants you to find out from the elves how to do that.   he wants you to first talk to quintin the elder.

so get thee to the city of the elves.  you will find quintin on the upper balcony of the fort area.  listen to his story and wait a bit while he catches his breath (he is an old elf, after all) - when he will tell you to speak to amad for more info.

luckily, amad is directly behind the elder on the balcony, and is happy to speak to you about the elvish holiday traditions.  the elf recommends that you seek out xerintha to find out the significance of mistletoe to the elven holiday.

you can find the good lady just behind the gate near the town shrine.  she will talk to you about the place of mistletoe to the elven festivities.  she will then advise you to finally speak to dilbiano for stories about the yule log and its importance to the holiday.

the male elf stands guard near the inner wall gate, not far from xerintha and directly behind the shrine.  you will have to have patience, because dibiano has a lot to say.  at the end, he sends you back to hermey to, hopefully, express to hermey how important it is for the gnomes to develop their own holiday traditions.

hermey is very grateful for your efforts, and rewards you with some istarian express checks.

 

and that is our exploration of the 2015 gnomekindle!  i hope you enjoyed reading it as much as i did doing it.  up next is a short (3 posts) series on 'a day in the life' of a biped crafter, then we will explore the new new trismus before embarking on a meet and greet of the biped adventure trainers.  hope to see you soon!

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