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Message ID: 5610
Date: Fri Mar 26 03:20:22 GMT 2004
Author: Wulfric Rennison
Subject: Re: [EverQuest] Adventuring


Yes.  Adventures are open to groups of people.  You must have a group where all the people are within 7 levels of each other.  The group can be a minimum of 4 people but I find adventures are REALLY difficult with that few people.   Once you have a group of people looking for an adventure, the group leader will request an adventure fromt he Adventure Recruiter .  Adventures come in 3 basic types: collects, assassinate, and rescue.  In a collect you have to colelct so many of a particular item in a 90 minute time period.  In an assassinate, you have to kil a specific named in a 90 minute time period, and in a rescue you have to find a particular name and free them in a 90 minute time period.  If you succeed you are awardewd adventure points which you can later redeem with an Adventure Merchant for cool items and spells.  If you fail, then you have an additional 30 minutes within the adventure zone to try and complete the mission for a lesser number of adventure points.  
 
Some things to know about adventures, the 90 minute timer starts as soon as the first person enters the adventure zone, so better make sure your grouped is buffed and ready with full mana when you enter.  You do have 20 minutes to get to the zone and prepare after the adventure is requested. 
 
Everyone in the group is guaranteed XP.  It's a quick way to gain xp fast.  And depending on your level you could even level quickly or gain AA points.
 
Mobs in an adventure zone DO NOT respawn!!  This is "A Very Good Thing" since when you die in an adventure you have to get back to your corpse.   Once the mob is dead, it stays dead.
 
There are generally a few traps set in the adventure zone.  These are generally triggered by moving into the trapped area.  Most of the times they are DOTs (damage over time spells) which can be a constant drain on your group's health.  Sometimes they can be objects such as chests or boxes which will explode if you get too close. 
 
Adventures can be easy, Normal, or Hard.  The number of points you receive for success vary depending on the difficulty of the adventure.  You get more points for a Hard adventure.  The most popular adventure is a Collect because they are generally the easiest to finish.
 
You can start adventuring at level 20, but you can get the adventure stone at level 15 in order to use the Magus at each camp to translocate you from camp to camp. 
 
Well, this is about all I can think of that you should know for adventures.  I am sure you will learn much more, but with any luck you'll be getting good loot in no time!  Good luck with your adventures!
 
Raido Covenfall
55 ELF DRU
Cazic Thule Server
----- Original Message -----
From: mlockridge01
To: EverQuest@yahoogroups.com
Sent: Thursday, March 25, 2004 9:46 PM
Subject: [EverQuest] Adventuring

I haven't played in months. Just got back in a couple days ago. My
Halfling Druid lvl 42 returned to Rivervale, and I got this whispered
message to meet a NPC. I had seen the message before, but since I had
nothing else going on, I responded. As a result I went searching for a
camp of adventurers. I talked to whom I had been directed to, and was
encouraged to go on missions for them. However, I haven't found anyone
in the camp in Butcherblock nor the camp in East Commonlands who will
give me a mission. Anyone know about this Adventure business, or some
place I can look?

Oh, it was sure interesting spending the night in East Commonlands. It
used to be lowbee heaven, but I found myself actually fighting for my
life and wondering if I might actually have to run. It was rather fun.
A positive change.

Barto Proudfoot
42nd season Halfling Druid.



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