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Message ID: 2721
Date: Wed Jul 14 16:43:23 BST 1999
Author: Aura Dracul
Subject: Re: Location of teleports
----- Original Message -----
From: Brian K. Rhees <Brian_Rhees@...>
To: <eq_wizards@onelist.com>
Sent: Wednesday, July 14, 1999 10:31 AM
Subject: [eq_wizards] Location of teleports
> From: "Brian K. Rhees" <Brian_Rhees@...>
>
> Hi all,
>
> been playing around with the level 24 teleports and thought I'd post and
> request some info, since I haven't seen it out myself on any of the web
> pages. As most of you know, the lvl 20 teleports are all designed to be
> fairly safe and highly visible (those huge sets of four arched pillars
> located in Faydark, North Karanas, and Tox Forest). Mobs usually won't go
> into the teleport area unless pulled. An exception to this would be the N
> Karanas teleport, where a guard occasionally marches through (which could
> cause problems depending on your Qeynos Gard faction). The lvl 24 teles
are
> different. So you know what to look for if you stumble across one . . .
> They are stubby, cropped off pyramids, a little taller than a tall player,
> with four knee high arched pillars at the corners. They give off hums
when
> you are near/on them. Their rough locations are as follows:
>
> 1. The Commonlands teleport: Drops you in West Commonlands, North West
of
> Befallen a bit. Fairly useful teleport if you want to visit that dungeon,
> etc. (which will be low for your level when you get the teleport; but,
hey,
> some of us get our gossamer robes late). Doesn't appear to be too
> dangerous. There are some rough wandering mobs in W Commons though, so
you
> may want to invis after you get there.
>
> 2. The Ro Teleport: Ah, having a teleport near Freeport (in W Commons)
> isn't enough you say? Well, you have a choice apparently. In North Ro
> there is another teleport pillar a fair distance south from Freeport.
This
> teleport isn't exactly safe as low level players seem to love to pull
> mummies and such to the teleport to fight there. Why? I dunno.
Shouldn't
> be a problem unless you teleport there on low mana. One wonders why they
> didn't put this one in South Ro to space the teleports better.
>
> 3. The West teleport. Carrying on the pattern of high redundancy, Verant
> put another one of these wonderful teleports in W Karanas (which, of
course,
> borders N Karanas which has a "safe" teleport). Now since W Karanas is
> probably the longest East to West land zone in the game, it would make
sense
> to put a tele here, right? Say on the West border, near Qeynos hills,
> right? We've all gotten tired of the long runs from N Karanas to, say,
> Qeynos by now. Naturally, therefore, Verant put the teleport on the
*East*
> and not the *West* side of the zone where it might have actually been
> useful. Depending on your zone times, the N Karans and W Karanas
teleports
> are only about a minute apart. You may want to save a bit of money here
> when buying your lvl 24 spells if you need the cash.
>
> 4. Cazic Thule. Last night I had a chance to use this spell, for reasons
> too contorted to go into here. I'd been warned it was dangerous, but what
> the heck? We only live about a thousand times. The gate drops you inside
> Cazic Thule, into a set of caverns. When you teleport in, I highly
suggest
> you go invis immediately, and don't move until you are sure it will hold.
> At level 26, there are a few lizardmen around that con blue. I
immediately
> set off in search of my party (loc written down ahead of time) and
proceeded
> to get thoroughly lost. My invis failed 4 times before I finally gave up
> and gated out. Is there anyone out there who knows how to navigate from
> this gate to the Feerrott zone, or some other location of general
relevance?
>
> Well, haven't tried the Nek gate yet, but will give it a go tonight. I've
> heard that it is generally safe for good races, but we shall see.
>
> I do want to put in a gripe though. Why not move the West teleport over
> closer to Qeynos, or put one in near Halas or Everfrost? And how about
> moving the Ro gate to South Ro? It is almost insulting to buy redundant
> teleport spells.
>
> Glyphin E'mondredon
> The Rathe
>
>
>
>
>
>
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