The desert giveth, Shai-Hulud taketh away

This is what it looks like when you’ve aggroed a sandworm in Dune: Awakening. It’ll submerge one more time after this first breach, but if you stay on open sand any longer after that it will come for you.

That’s not a sight you wanna get to see, believe you me.

FUUUUUUUUUUUUUUUUUUUUUUCK!!!

How did this happen? Well, when I realized that I didn’t have nearly enough screenshots of Imperial Testing Station No. 10 for my post about the adventure I had in there I decided to pay Station No. 2 another visit and take some more there. And, to be quite honest, I’d become a bit too comfy and carefree by then, so instead of hugging the rocky areas as much as possible I took a pretty long route across open sand. I thought that I’d be okay as long as I stayed clear of drum sand.

I was mistaken. When the aggro meter turned red while I was still a couple hundred meters away from safety I knew I was in trouble. Luckily I had a booster equipped to the sandbike (the alternatives being a cargo crate or passenger seat), and I saved that for the moment you see on the picture above so as to not overheat it too early.

How close of a call was it? Well…

When the red squiggly line seen below me looks like this, GTFO!

The moment I hit the screenshot key I thought I was done for. But lo and behold, one second later the worm stopped its chase and disappeared below the sand for good. Phew (once again)!

However, just a day later I wasn’t so lucky.

At that point various contracts were asking me to venture further north, and to do so one has to traverse the first instances of quicksand. While moving on drum sand “only” increases worm aggro, quicksand is (as far as I know) a death trap for players and vehicles alike. And it’s fricking everywhere.

Drum sand due south, lots and lots of quicksand up north

While it is marked clearly on the map, and also looks a bit different from normal sand in the game world itself, I didn’t want to risk my bike regardless, so I decided to walk.

Outside of drum sand I’d never had aggroed a worm while on foot until then, so I thought this to be the safest option.

Once more I was mistaken. When the worm came I used everything I had at my disposal to escape, but even with Bindu Sprint and Shigawire Claw (from the Bene Gesserit and Trooper skill tree, respectively) I was much too slow. No screenshots, by the way, as I was panicking and had better (albeit futile) things to do.

Can someone take me off this godforsaken planet already?

I won’t spoil exactly what happens after that, but in the end I was standing at my chosen respawn point in my undies. No weapons or armor, no inventory, no nothing, except for one worm tooth that can be crafted into a very deadly but equally fragile dagger.

I was pretty bummed for a couple of minutes, but instead of sulking and logging off I went back to my base and started to rebuild right away.

And a good decision that was, because as it turned out I had so much stuff stockpiled by then that I was able to replace almost everything within like fifteen minutes.

Everything except for some of the unique items, that is.

Tier 2 unique cutteray on the right, the standard version for comparison

In order to craft these you need to get your hands on one-time use schematics, which only drop from super chests – I call them that; if they have an official name I’m not aware of it.

Many (but not all) POIs sport one such chest. In the bigger camps and dungeons they’re usually located in or past the boss room, or all the way at the top in the more vertical ones, and basically can’t be missed. In smaller places they’re sometimes tucked away around corners or in little side rooms or caves though, so keep your eyes open.

This is what they usually look like

Each of these chests has its own loot-table. Once opened they respawn after 45 minutes, and if there’s more than one schematic to be had it’s random which one you get.

Which, to be honest, can be quite infuriating. I have, for example, farmed one specific chest for days on end, because I wanted to get my hands on the unique rifle that only drops there. Said rifle is just one of three schematics on that chest’s table though, and I got the (also useful) sandbike engine once, and the scattergun (which I didn’t want at all) six fricking times before the rifle finally made an appearance.

I have even logged off there to do something else for a while, then logged back in just to loot the chest again.

Sometimes they’re smaller for some reason

Despite the RNG repeatedly being a dick I quite enjoy this whole part of the gameplay loop though. It lets me gear up to the point of (almost) being overpowered for the current tier, which makes the transition to the next much less arduous. It also incentivises going back to places you’ve already been – which you most likely would have to anyway for crafting mats and the like – so you don’t burn through each area quite as fast.

Which, for me, is a good thing. I’m in no hurry to advance to the “endgame”, as that, by most accounts and at the time of this writing, seems to be the least appealing aspect of the game.

Also, I’m still having a blast in this relatively early part of the experience, and I’m definitely going to savour it some more. That being said, I’m now almost ready to advance into tier three and start working towards building the buggy. That should be fun!

Arrakis is a perilous place, even in the shade!

As I said last time, I mainly started to play Dune: Awakening because of features like gathering and base building, but also in hopes of getting to experience exciting adventures. And boy, did the game deliver on all fronts already!

I’m almost 30 hours in now, have moved into the second area and crafting tier, built my second base, discovered new technologies for gathering resources, and unlocked my fourth of the five available classes.

What I’d like to focus on today, though, is my first foray into one of the game’s large dungeons, because that was an experience I’ll not forget anytime soon indeed.

Most PvE content in Dune: Awakening is more or less static, with enemies hanging around camps, in caves or shipwrecks. You go there, clear them out, loot everything and leave again. Calling these places ‘dungeons’ would be overstating things, because they range from a single campfire to a couple of adjacent rooms or caverns at most.

However, there are real dungeons too. They go by the rather unimpressive name “Imperial Testing Station No. XY”, but I assure you, they are anything but.

You get to explore the first one of those, Station No. 2 (don’t ask me what happened to No. 1…) in the newbie region already, and while that wasn’t a cakewalk when I went there only a couple of hours into the game, it didn’t quite make me break a sweat either.

Doesn’t look too intimidating, now does it?

The other day a contract (i.e. side quest) asked me to investigate Imperial Testing Station No. 10, which is located to the far east of my current area. So I stocked up on ammo, bandages and water, mounted my sandbike and got going.

The entrance (seen above) looks pretty much exactly like that of Station No. 2, so I thought I knew what to expect. And I did…but, as it would soon turn out, not really.

As the name suggests these places are (or were) facilities for scientific or military research, and past the entrance they lie completely underground. Hence you have to go down some pretty steep and long ramps at first.

Good thing I’m not claustrophobic

I could soon tell that the enemies here are tougher and more numerous than I was used to, and I had to fight tooth and nail from the get-go. Many of them have a Holtzman shield now (to be fair, so have I), and most packs have at least one heavy gunner, who wield some kind of gatling gun.

Fortunately my usual tactic of aggroing a group, then backtracking a bit and hiding behind something or around a corner works even better in the tight confines of these stations. This way the guys with melee weapons will sprint after you first, and you can hopefully dispatch them with your own knife or sword before their homies catch up.

I also made generous use of grenades and turrets, and generally kept kiting and using cover as much as I could.

Some of these shots were actually taken someplace else…I had more pressing things to do than sightseeing!

I was so tense and focused the whole time that I didn’t pay attention to how long I was at it already, but after a while it dawned on me…this thing just kept going, and going, and going still.

Fortunately for me you can’t really get lost down there (I hate mazes with a passion). Sometimes a path branches off, but one of the two options always leads to a dead end soon, so there’s effectively only one way you can go. At least that wasn’t a concern.

But what if I’d died? I’m not sure how quickly enemies respawn, but it’s seemingly something like 10-15 minutes. Which means that I would have had to fight my way down here again all the way from the top.

Then I remembered that one of the things you can craft on the fly, provided you have the resources on hand, is a placeable respawn beacon. By then I had looted enough scrap metal to make a couple, so I plopped one down right away, just to be safe.

How big is this place?

Deeper and deeper I went, with no end in sight. Aside from loot chests and enemies – of whom I’d probably dispatched nearly fifty by now – I found various audio recordings providing the place’s backstory. Don’t ask me about that though, for I was much too focused on the path ahead of me to actually listen.

To make things even more tense my supply of ammo and bandages had started to noticably wane by now. You find that stuff left and right, but I was consuming even more than I got. About time to finish this, I thought.

Then I finally came to a door with a green energy barrier, which I assumed had to lead into the boss room.

You see, such barriers are usually red at first, unless you have already found the corresponding ‘identification band’. I hadn’t picked up any kind of key during my whole run, so why was this one green? Ah, but I’d seen this before, in Testing Station No. 2! As soon as I’d walked through the door there it turned red and wouldn’t let me get out until the boss was dead.

Looks so inviting…should say “DANGER AHEAD” instead!

I placed a new respawn beacon right in front of the door, checked my weapons and bandages one last time, and went in.

I found myself in a large, two-story hangar of sorts, and immediately had to fight for my life. I used the same tactics as before and dispatched the first batch of enemies, then another one. While doing so I noticed someone shooting at me from quite a distance…sniper! I tried to always have something between us while fighting the others, but still got hit once, and all of a sudden I was poisoned.

I started losing health fast while still fighting some other guy. Luckily I managed to finish him off quickly and applied a bandage right away. I don’t know if that stopped the poison or if it had just worn off by then, but my health bar turned from green to red again and I could heal up to full normally. Phew.

Using every bit of cover I could find I then got near enough for the sniper to switch to a different weapon, but I just made short work of him with my knife.

The slow blade penetrates the shield!

I had assumed the sniper to be the boss, but apparently not. By now the contract had updated its objective to “Kill Inna Hiller”, and that wasn’t checked off yet.

The hangar’s upper level was clear now, but the doors (plural because there’s one at both ends) were still red, so I went downstairs – only to get instantly perforated by a heavy gunner. Seriously, I went from full shields and health to dead in like three seconds, tops. Guess I’d found the boss, eh?

I respawned on my beacon and went in again. I had learned by now that Holtzman shields are turned off whenever the wearer fires a ranged weapon, but considering how quickly I’d died I wanted her not to shoot me of course. So I tried to get her to start firing, only to immediately take cover and let my grenades and turret do the work, which, after a while, did the trick. Phew again. But what’s that? This wasn’t Inna Hiller either?!?

At least the doors were green now, so on to the next room. This one was much smaller, but also with some opportunities to take cover. To my relief these four enemies didn’t pose much of a problem, and now the contract was finally completed. Phew the third.

Loot on the right, ID band on the left (the tiny purple ring)

I looted the super chest (more about those another time), and to my extreme delight the key that lay right next to it indeed led to a shortcut back to the surface, just as I’d hoped the whole time. This, too, seems to be a standard feature of these stations, and I think it’s great design.

And so my first proper dungeon run in Dune: Awakening had come to a victorious close.

To tell you the truth, I’m absolutely sure that I wouldn’t have gotten anywhere near the boss fight(s), let alone beat those, without the aforementioned grenades. These aren’t consumables that you buy or craft and then equip like in most games, but come from the Trooper skill Explosive Grenade. If you play the game and haven’t already, I highly suggest to unlock that and give it a try. It’s so helpful! If you have a Technique-slot to spare also use Battle Hardened to reduce its cooldown a little (as well as that of all other Trooper skills, including the grappling hook).

My work is done!

I’m not exaggerating when I say that it’s been a very, very long time since I had a solo PvE experience as gripping as this one.

Now, do I want every session to be like this? Hell no! Those one and a half hours (or however long it actually was) left me completely exhausted. But I was also exhilarated, and so very pleased with myself at the end! Games that can make me feel like that are a rare breed these days, so hats off to you, Funcom!

Oh, and as if all of this hadn’t been enough excitement for a day I came this close to getting swallowed by a sandworm while collecting screenshots for this post. More on that next time.

Falling in love with the MM in MMORPG again

A couple of weeks ago I said that ArcheAge’s PvEvP raid content hadn’t been among the things I’d missed during my absence from the game. Well…right now I’m pretty much addicted to it and jump on every opportunity to participate.

The premise for many of these events isn’t all that complicated. Either at specific times of the day, or whenever the region in question goes to war, consecutive waves of mobs followed by one or more bosses spawn at a certain location, waiting to be dispatched. In doing so players earn honor (arguably the game’s most important currency) and gear upgrade materials. As long as you have the numbers – or alternatively a dozen or two with really high gearscores – this isn’t very challenging in and of itself.

Having a few tanks doesn’t hurt either…

However, as stuff like this exclusively takes place in contested regions (I’ve explained how those work here) there’s almost always at least a chance that the other factions show up to ruin your day. To prevent that from happening all the time the events occur simultaneously for all factions, and each at their own location, so players basically have to decide what’s more important to them: PvP action or the event rewards.

Consequently you never know what’s going to happen. Sometimes no “reds” show up at all; most of the time there’s just a handful of them, which usually costs some lives but doesn’t prevent anyone from completing the quests. Every now and then, though, a whole raid decides to go full-on Braveheart mode, paint their faces blue and come to fuck you up while screaming “Freedooooooom!!!”.

Of course there are those who don’t like that one bit. Usually it’s the kind of player who wants to reap the event rewards despite doing fuck all to earn them, just standing around AFK while others do all the work. If it were up to me they would all be kicked from the raid ahead of quest completion, but that’s a rant for another day.

It won’t surprise anyone to hear that I like the action and mayhem of mass PvP, and in my opinion this kind of game design does an outstanding job at keeping the content from becoming stale and boring, even if done each and every day.

Chaaaaaaaaarrrrrge!!!

By now I’ve cracked the 8k gearscore mark, which means that I can also queue up for the Halcyona battleground. This one’s about either destroying the enemy base, or simply killing more players within the time limit of 20 minutes.

I’ve only participated four times so far, but it’s been fun as ever. The one thing that puzzles me a bit is that every match was extremely one-sided. Either we dominated throughout and destroyed their base long before time ran out, or the other way around. No idea what’s going on there.

That base didn’t last very long

I can even play all this stuff without switching the client to potato mode nowadays, which is great, but also kind of ironic given that I built my current PC shortly after quitting Unchained in 2020.

RELEASE THE KRAKEN!! Err…wait, no…KILL THE KRAKEN!!

Yesterday evening I had by far the most fun yet though. I stayed up quite a bit longer than planned during work week, but I wouldn’t have missed out on this even if it had meant to pull an all-nighter, because it was simply the most epic sea battle I’ve ever seen, let alone been a part of, in a game.

The catalyst for it was another recurring event, Abyssal Attack, where players of all factions fight a huge kraken and each other, transitioning into a second one with many smaller krakens to kill.

Fasten yer bootstraps, me hearties, things are getting rough!

This time around you could clearly tell that all parties were out for blood from the get-go, which may or may not have had something to do with us disrupting a Haranyan cargo pack operation earlier…

It was glorious! I don’t know how many ships on both sides were destroyed, but towards the end the sea was littered with debris wherever you looked.

Uh, oh…is this a bad time to mention my paralyzing fear of water?

Fortunately for the owners it isn’t overly expensive to repair vehicles in ArcheAge – a fact I, too, benefited from this time around. You see, when you die out here the respawn point is most likely a fair bit away, so if you want to get back into the action you better have a boat of your own to catch up with your fleet.

Wait for meeeeeeeeeeeeee!!

You can’t despawn your ship when in combat though, and upon returning to the battle for the second time I came too near to an opposing vessel and got attacked immediately. I made it out safely, but could only watch from the deck of our galleon as my clipper got shredded by cannon fire.

Again, repairing isn’t a big deal and can even be done on the spot, right in your inventory. What I didn’t know was that individual ship parts can be damaged too, and those can only be repaired when in range of a dock. At least I caused a good bit of laughter when I offered some mates a ride later…“Dude, you don’t have a sail, LOL!”

I guess purple cannon balls do the most damage…

What I like the most about these sea battles, beyond the epic chaos, ships crashing into one another or getting hurled 100 feet into the air by tornadoes, is the awesome amount of teamwork that comes into play.

While even an Enoan Galleon, the biggest type of ship, is piloted by just one player, you really want to have a crew of about 15-20 aboard. Ten cannons need to be manned, up to four people can operate the oars, and a few more helpers to repair damage and to heal the rest of the crew won’t hurt either.

When ships come within touching distance, which they do all the time, it’s also common to spontaneously form a boarding party. If you’re not being boarded first, that is.

This doesn’t bode well…swim faster, goldfish!

To be honest, I can’t actually tell you who “won” in the end. At the very least we killed enough of the smaller krakens to finish that quest, but I don’t know what happened to the big one. I couldn’t care less though, because I was grinning from ear to ear regardless.

I’ve talked about community drama, trolls and the like sucking the fun out of MMOs for me a while ago – and my faction on the ArcheRage server has lots of drama, make no mistake – but right now none of that bothers me. Fortunately I can partake in all of this awesome content without being in a guild or “taking sides” in other ways, so I just ignore the noise and join in on the fun.

I certainly wouldn’t mind things staying this way.

FedExing stuff for fun and profit

Holy crap, ArcheAge is consuming my life once again.

Ok, it’s not quite that dramatic, but I’ve been playing a heck of a lot since I started on the ArcheRage server. It really feels like I’ve come home after a long field trip or something.

As for what I’ve been doing…pretty much all the things that I’ve always loved about the game.

I regularly tend to my little farm so that stuff that I need is always growing. I’ve also placed an aquafarm because I want to pick up alchemy as one of my main crafting professions again, and making oils and polishes requires various flavors of coral. Meanwhile, out in the wild, I’ve felled so many trees! The server’s doubled growth rate is very noticable, wherever you go there’s rocks, trees and other stuff ready to be harvested at all times. It’s truly a heaven for gatherers now, and I don’t think I’ll have to “waste” space on my own land to fulfill my lumber-related needs ever again.

In addition to farming and gathering I’ve followed the main quests as well as the very important Blue Salt questline, which rewards you with essential things like a donkey and the basic 8×8 and 16×16 farms. I’ve killed lots of mobs, upgraded my gear, built a clipper, crafted the first batches of music paper, the works.

Over the weekend I’ve also participated in most of the game’s massively multiplayer content like Grimghast and Crimson Rift, Aegis Island, Whalesong Harbor and so on. I didn’t really have these on my “things that I missed”-list, but, somewhat to my surprise, had an absolute blast doing them again. When it comes to daily activities it seems these are, to me, the perfect mixture of just going through the motions on the one hand, and surfing on a wave of complete and utter chaos, sometimes even with bits of PvP sprinkled in, on the other.

The biggest contributors to my huge enjoyment however are all those little (and sometimes not so little) extraordinary things that just keep happening. By extraordinary I mean stuff that never could have happened in any other game I’ve played during the past twenty years because those just weren’t designed in a way to make it possible.

Like for example…

The other day I was sailing the Arcadian Sea with my clipper to kill some sea bugs for a quest. Perfectly ordinary MMO-stuff, in other words. Only that, while looking for more critters, I stumbled upon a single trade pack floating on the surface. There were no other players to be seen far and wide, and I wondered how it got there. When you log off with a pack on your back it disappears with you, and if the owner got killed by pirates they surely wouldn’t have left the booty behind?

Whatever the case, I picked it up of course. It turned out to be a cargo pack made on the continent of Auroria, so it had traveled quite a distance already. I decided to try and deliver it to Two Crowns on Nuia, my home continent, as that was the closest and also safest option, relatively speaking. I had my head on a swivel the whole way, looking for other ships, ready to despawn my boat and hit the Stealth skill in an instant. Not a soul crossed my path though. I made it to shore safe and sound and was in for a big surpsise when the cargo NPC told me that I’d receive a whopping 44 Onyx Archeum Essences for my efforts!

It says 43, but that’s without the 2% interest, which is rounded up apparently

I’ve talked about these essences and how well their acquisition is designed in terms of risk versus reward before. To quickly recap, the options are: buy the cargo pack and deliver it yourself (cheapest option, but risky), pay another five gold for a ticket and take the safe NPC ferry (more expensive and slow, only available between Nuia and Haranya), or buy the essences on the market (most expensive, but quick and risk-free).

I usually choose option number one, like so: buy a pack on Nuia, basically right at my doorstep, and deliver it to Haranya with my clipper. This is relatively quick as it ain’t far, which also reduces the risk somewhat, but it’s still dangerous of course. The pack costs 26 gold, and if I succeed in delivering it I usually get 14 essences in return. So as you can see my little “detour” was very lucrative indeed. More importantly though, it was another one of those unforseen and exciting adventures that I love so much.

I sure hope this vehicle is desert-proof

Another aspect of the game’s design that has been working in my favor these past two weeks is the daily challenges system, which asks players to, among other things, craft one specific trade pack. Only craft, not deliver. As established players – of which there are quite a few on a server that’s been running for seven years now – don’t want to waste their time by hauling a single pack from pillar to post they just plop it down right where they made it and leave it there.

Due to this I had at least half a dozen instances now where I passed by one of the specialty workbenches and saw anywhere between two and six packs just lying on the ground. Even after waiting around for a couple of minutes no one came to pick them up, so I figured they must be fair game, which was confirmed by people in nation chat when I asked. I mean, technically they’re free loot in any case when they’re just lying there, but I’m usually not one to “steal” from my fellow Nuians.

Fortunately I got a time-limited farm hauler very early on (at the end of my first Grimghast Rift, probably via an achievement or some such), so I didn’t think twice, loaded up those packs and delivered them to either Two Crowns or Solzreed Peninsula, whichever was closer to my starting point, for quite a bit of gold. Not only that, as the maker of a pack gets up to 40% of the proceeds nowadays (cargo packs being the exception), depending on freshness, I actually did some folks a favor by doing this.

The hauler has expired by now, but I’ve since found out that all ArcheRage players can claim a pretty generous welcome-package including a fully built farm wagon via the game’s website, so I’ll definitely continue to be the FedEx-guy for some random strangers when the opportunity presents itself.

I know I must sound like a broken record at this point, but I can’t help but repeat it over and over…the fact that stuff like this is possible in ArcheAge is what makes the game so dear and special to me.

Trophy Room – Four Master Planners conquer The Ankh

Welcome to another episode of Trophy Room, where I reminisce about past video game adventures and indulge in a healthy (?) dose of self-adulation while I’m at it.

Once again it’s a tale about The Secret World. As I’ve said before its designers didn’t shy away from facing players with pretty tough challenges. What’s more though, contrary to many other game developers they’ve also managed to actually make me feel a desire to conquer them all. Or most of them, anyway.

Like, say, the “Master Planner” achievements.

Shown here: three of the five I managed to get

To the surprise of absolutely no one I’ve been a huge fan of TSW’s extremely flexible skill- and gear-system right from the start. More than any other I’ve experienced it allows players to adapt to pretty much any situation, and boy, have I always made heavy use of that.

For example, I have no less than three different tanking setups for the dungeon Hell Raised alone: one with more stuns to interrupt nasty boss attacks, another for a bit more party-wide damage output, and a third sporting additional movement abilities for the final boss. As you can freely switch between templates whenever you’re out of combat there’s no reason not to use the tools you have at your disposal like this.

Unless you’re after the Master Planner achievement for the dungeon you’re running, that is, because in order to get that the whole group has to commit to one set of gear and skills for the entire run. Fortunately you can talk things through and, well, plan the course of action with your mates first, so it is possible to do this even via the group finder. But once you click on the thing at the dungeon entrance which activates a Master Planner run everyone’s commited to whatever they’ve chosen at that point. If any one player changes anything before the final boss is defeated no one gets the achievement.

The reward for pulling this off successfully is a unique outfit fitting each dungeon’s theme, so it won’t surprise you to hear that I was very keen on getting these done. Not to mention, in my opinion most of the game’s dungeons are extremely well designed and challenging in a fun way, so just like with scenario missions I really wanted that feeling of accomplishment, rewards or no.

This…doesn’t look all too inviting, does it?

And thus it happened that four guildies and I set out one evening in March ’14 to master plan our way through The Ankh, a dungeon of slightly above average difficulty by TSW’s standards (which translates to: usually most people didn’t even run it because they just wanted to farm their currency as quickly and easily as possible).

Since we weren’t going to be able to adapt to any specific circumstance we went with the most flexible group setup of tank, direct healer and three ranged DPS, me being the former.

As mentioned above I would normally adjust my build for some of the bosses. In case of The Ankh this means having an ability to pull enemies towards me as well as a teleport for the second and last boss, a specific AoE-attack which builds some stacks of defense on myself for the third (it’s almost impossible to survive the encounter’s initial attacks otherwise), and a rocket launcher modded for additional runspeed after using rocket jump (!) for the final boss.

For the MP attempt I obviously had to keep all of these in for the whole run, while also having the usual means of interrupting nasty attacks and, well, dealing a bit of damage to get and hold aggro. There wasn’t a whole lot of wiggle room, is what I’m saying.

I didn’t manage to get a good shot of the first boss, so here’s the fourth

Once we had our builds sorted it was time to get going.

The first boss of a dungeon is usually there to warm up a bit, to acclimate oneself, if you will. As first bosses go the Squalid Hekaturgist (don’t ask me) isn’t the easiest though, what with players having to always keep their distance to some floating orbs that continuously move in and out of the center of the arena while fighting. It’s almost like a dance. I think we wiped twice before everyone got the rhythm down.

After that players face Dr. Klein, the dungeon’s main antagonist, for the first time.

Why are mad scientists almost always German? he asked in a slightly offended tone

This fight is the first real test for any group, and probably the main reason why most players didn’t want to include the dungeon in their daily rotation.

There’s more dodging of flying orbs and wave attacks (on a fairly narrow bridge no less, as you can see), a steep DPS and HPS check, as well as a killer-wave that needs to be teleported over with almost perfect timing by the tank and dodged by everyone else.

I don’t remember exactly how many attempts we needed, but I think we almost entered two-digit territory.

The next two bosses didn’t give us too much trouble. The fifth, however, is again a bit on the mechanics-heavy side and also spawns pretty strong adds from two different directions. Took us quite a few tries to get him down.

By then we’d been underground for nearly two hours or so, quite a bit longer than anticipated, and one of our DPS had to leave. Needless to say, since your team isn’t allowed to change anything during a MP run you can’t sub in a new player either.

We’d come this far though! Since a lack of damage output hadn’t been our main problem in the previous fights we decided to tackle the final boss and his pet abomination anyway.

Time to challenge Dr. Klein again, this time accompanied by Melothat, The Colossus.

The main difficulty now became that our two remaining DPS couldn’t hold back at all – they needed to go in full guns blazing, which made getting and keeping aggro quite a challenge for me. Whenever Melothat did switch onto one of my mates he would either place puddles of filth below their feet or outright kill them all with his strong cleave attack.

Twice during the fight Mel becomes immune to damage and receives a channeled buff from his master, which is when I had to run halfway around the arena (this is where the rocket launcher came in handy), up some stairs and along a rather narrow scaffolding to smack Klein in the face a couple of times. Then I had to jump back down to my tanking position for Mel without landing in a big pool of filth and continue the fight.

Don’t look down! Don’t look down! Don’t look down!

Once the big guy goes to sleep for the third time Klein teleports down to us and casts his big-ass wave again. My mates just needed to step aside, but I had to teleport over the wave again and then to immediately stun him.

As soon as Mel finally dies the whole group has to run up the scaffolding, all the way to the top of the arena, where we first have to kill two adds and then, finally, Klein himself.

As you probably have guessed absolutely nothing went wrong during all of this.

Hah, just kidding. Pretty much everything that can go haywire over the course of this fight did so at least once. I vividly remember one wipe that happened because I, after everyone having performed perfectly up to that point, fell into the damned pool of filth after hitting Klein for the second time, couldn’t for the life of me climb out again and died.

But we persevered…and we did it!

Showing off our “Spelunking Gear”, proud as Punch

And thus one heroine and three heroes defeated the dungeon’s final boss and got their Master Planner achievement. Of course we had to change into our new garments right away and pose on-site, basically standing on top of Klein’s dead body. Served him right for giving us all that trouble!

And what do you know, in order to get adequate screenshots for this post I ticked yet another box on my list of personal achievements: I just now finished The Ankh solo. On normal mode, obviously. I may be German, but crazy I ain’t!

OR AM I ???

Blaugust 2024 post count: 5

A gaming session to remember

The other day my mates, Dark and Elric, and I played Hunt: Showdown in the evening, as we regularly do. However, what was initially planned as “just a couple rounds” turned into a full four hours of hilarious shenanigans the likes of which only few games can provide.

I’ve talked about the variety and unpredictability inherent to the game’s main mode, Bounty Hunt, before, and during this session we had lots of that. But that wasn’t even half of the fun, as we additionally stumbled into various situations that would not have seemed out of place in any silly slapstick movie. This was well above and beyond what you’d normally expect to experience when playing a shooter, and I don’t think I’ve had this much fun since we used to blow each other to bits with proximity mines in Blood a long time ago. Yeah, we were easy to please back then.

Of course stuff like this falls into the category You Had To Be There more often than not, so you might not find this as hilarious as I do. Just like the guy at the watercooler who won’t shut up about whatever it is that doesn’t interest you in the slightest I’ll tell you about it anyway.

Awww…missed the triplet by just two yards or so

Things started out relatively calm. These guys just kept running into our line of sight one by one, trying to revive each other. You’d think that at least the third one would have learned from his buddies’ mistakes, but apparently not.

There’s a reason for me bringing an axe to a firefight by the way. Before we started Dark wondered why I still hadn’t unlocked the throwing axe. As it turned out picking up and using one of the axes lying around in the game doesn’t reward usage-XP for the combat axe, a certain amount of which is a prequisite for unlocking the thrown variant. So instead of a secondary gun I brought the stock combat axe to the fight.

Actually, as any XP your teammates earn when using a weapon that you have also equipped award you with an equal amount of XP, we all had one to speed up the process. Yes, we were a trio of axe murderers, prowling through the bayou of Louisiana.

The catch is that you can only equip either one large and one small weapon or two medium ones, and since an axe is a medium weapon we were a bit outgunned in the…well…gun department. Not that we’d let that stop us.

Many more funny tombstone inscriptions can be found on this graveyard

Here we had just scouted out a compound, a church with surrounding graveyard, without finding anything interesting and were about to leave, when I spotted another hunter just outside the premises. I called her out on Discord, adding a general description as we always do, so we all know what to look out for. This person kinda looked like a nun (I think the skin is called Hail Mary), so I said that. Maybe she just wanted to go to church, but we weren’t in a particularly pious mood.

We always try to fan out a bit – staying too close together is usually a recipe for disaster – so it happened that I ran down a little slope towards a waist-high brick wall on my own, when another hunter came into my sight, sprinting from right to left on the other side of that wall. Without thinking I immediately aimed my revolver and fired a shot. Unfortunately my aim isn’t all that great most of the time, but lo and behold, I hit his head right away and down he went.

I had just finished laughing out loud to celebrate my glorious kill when I thought I heard Dark suddenly shout “Aahh, the nun has killed me with an axe!!”. She obviously wasn’t just going to church after all. I swiveled around to locate my downed friend (you can see teammates through walls, dead or alive). He wasn’t far away at all, I just had to jump over said brick wall, which I did, axe at the ready, only to find them both, him and the nun, lying dead right next to each other.

Because what actually transpired is this (seen from Dark’s perspective):

So he’d actually met the nun and her buddy head on. Fortunately the latter cowardly turned and made a run for it as soon as Dark pulled out his axe, only to promptly appear in my line of sight and eat that headshot I talked about earlier (it’s my laughter you hear right after the guy dies just out of frame). So my axe-wielding maniacal friend has clearly earned an assist for this kill of mine, well done! After that it’s actually Dark who kills the nun with his axe, but she gets a shot off at the last millisecond and downs him too. A proper double-kill, albeit involuntarily.

I promptly revived Dark and the three of us went on with our business. To be honest, I can’t remember whether we actually survived that round or not, but it was glorious either way. [Edit: Elric informs me that we indeed won that round most gloriously.]

This is what a mission summary looks like when you did quite well yet didn’t survive

The next one happened when Elric and I rummaged around a compound mainly consisting of a large wooden barn and some smaller sheds surrounding it, while Dark was on the lookout from a nearby sniper tower.

I can’t recall how the fight began, all I know is that hunters appeared and Elric was downed, which left me more or less on my own in the compound, as Dark’s line of sight was pretty restricted by various buildings and objects. I tried to be sneaky and get a jump on them, but since they had superior numbers chances weren’t looking great. Then I heard the hasty footsteps of at least two hunters – they had detected me.

To hell with stealth, I thought, time to go on the offensive. I wasn’t going to face multiple enemies head on though, that’s usually a surefire way to die. Instead I ran away from them, my plan being to make a full circle around the little cluster of buildings and get behind their backs.

There – a little shed with its door facing right towards me. I’ll take a shortcut through there and will be behind them in no time. I rip open the door, dash into the dark…and this is the sight awaiting me:

Actually not quite, when I pressed the screenshot-button I’d already killed one with my knife. Funnily enough you can see Dark’s blue silhouette far in the background too.

Imagine yourself entering a room only to find four zombies standing there, slowly (but actually not that slowly) turning towards you as they take notice of your presence. Yeah, exactly. I panicked.

After I’d instinctively taken out the first one I immediately realized that a) I didn’t have enough stamina to take them all on, and b) there were still some hunters after me who’d undoubtedly heard the ruckus I’d just made.

I dashed right through them towards the rear door, astonishingly without them so much as leaving a scratch on me. I crashed through the door, turned to the left and believed to be saved for at least a moment. There was no time to linger however.

Sure enough my luck ran out very soon. Just as Dark had said “Don’t die on me down there, mate” I turned another corner and got instantly perforated by a guy with a chain pistol and the Fanning trait, which is pretty much akin to auto-fire, and that was that. And you know what? I was grinning from ear to ear. I’d released so much adrenaline – those zombies in the shed almost gave me a heart attack – that I couldn’t have been angry even if I’d wanted to.

There were even more cool moments that evening, but these were my favourites.

It doesn’t happen often to come across a game that can create this kind of great memories. If such a game also has pretty much zero chance of nothing happening at all and doesn’t hold much potential for frustration either…that’s a very rare bird indeed.

Blaugust 2022 post count: 1

Memorable Moments – Chapter Three

Most people are pretty averse to suffering significant penalties for dying in the games they play. While you always see folks demanding games to become challenging and ‘hardcore’ again in forums and on reddit, whenever such a game comes along next to nobody actually wants to play it.

All things considered I’m definitely no advocate for full looting or permadeath myself, but there’s no denying that a higher risk provides for much more excitement and a greater feeling of accomplishment if you succeed.

Which brings me to a tremendously thrilling rescue mission I undertook more than 20 years ago that I still remember very vividly and fondly.

It was somewhere between autumn ’97 and spring ’98. Two friends of mine and I were still playing a lot of Diablo. We’d regularly schlep our PCs (along with those bulky CRT monitors we had back then) to our computer club to play together.

Multiplayer characters in Diablo had one special ‘feature’, possibly to up the ante in PvP duels: when you died every single one of your equipped items would drop fountainlike to the ground, to be picked up by either yourself – provided you managed to fight your way back there without them – or by anyone else. While the irony of the heroes becoming a loot piñata for once wasn’t lost on us we were always a bit on edge due to this. Fortunately whenever one of us died the others were usually there to the rescue.

We had the game’s three classes divided between us. I played the Warrior, one guy the Rogue and my then best buddy the Sorcerer. The latter was by far the most powerful class for most encounters in the game, and he’d always talk shit to me (in jest) because I had to, you know, walk up to the monsters and actually hit them with my sword one by one like a barbarian, while he could set a whole room on fire with a flick of his fingers.

Diablo_Fire
He’s such a showoff!  [All screenshots found on Google]
There were two types of monsters though that the Sorcerer had a very hard time against: Blood Knights and Azure Drakes. Both melee mobs who, at the time, were completely immune to fire and lightning, the only two spell damage types in the game. His spells rendered useless the Sorcerer could pretty much do nothing but angrily wave his walking stick at them. Of course the Rogue and I were always happy when they appeared because those were our rare moments to shine.

One day in the late afternoon I was sitting at home doing whatever when my phone rang. It was the Sorcerer, and he said “Pack your stuff and get your ass down here, I’m in big trouble!”.

Turned out he had died to a bunch of Azure Drakes and tried, unsuccessfully, to get his stuff back on his own a couple of times. In doing so he had led the monsters closer and closer to the staircase leading down to that level. Now the whole gang sat right at those stairs and just waited to eat him alive should he try again.

Diablo_AzureDrake
A terrifying sight for sure

Of course my first reaction was the one you would expect from a good friend: I laughed and made fun of him. “The mighty Sorcerer has died? No way! Now you need, of all people, MY help?? Impossible!!”

Then I packed my stuff and got my ass down to the club. Meanwhile the Rogue had also arrived by coincidence, but decided after looking at the Sorcerer’s screen, where his most recent body was still being swarmed by those drakes, that this was indeed a job for the Warrior.

In theory my task was easy enough. Join his game, walk down those stairs and immediately start klicking as fast as I can while chugging health potions like crazy. Just one problem: had I failed and died both our full sets of gear would’ve been irreplaceably lost.

I hesitated. What tipped the scales was the Rogue agreeing to lend me a sword he’d found a while before, with the stat combo most coveted by every Warrior: a King’s Sword of Haste.

Diablo_KSoH
Just one power level shy of The Sword Of A Thousand Truths

With that beauty I shouldn’t have too much of a hard time killing those pesky drakes. Theoretically. Hopefully. Maybe.

I wish someone else had been there to take a photo of this: me sitting there, sweaty hands cramped around mouse and keyboard, the Sorcerer and Rogue standing to my left and right, anxiously staring at my screen. We remained like this for what felt like an eternity and must have looked like a still life.

Finally I gave myself a push and klicked on the stairs.

As expected I was swarmed the moment the level had finished loading, and I started swinging that sword like a madman. The first drake died, then the second, and another one. My health dipped every now and then, but potions in Diablo were instant and I never dropped to a critical level.

After what must have been less than a minute it was all over. The drakes were dead and the way to the Sorcerer’s precious items clear. We let go a huge collective sigh of relief. He picked up his gear, I gave back the sword and we decided that we’d had enough excitement for one day. If I remember correctly we celebrated by getting ourselves a nice, unhealthy meal at our favourite greek fast food place and headed home pretty soon afterwards.

Like I said in the beginning, I don’t really miss the danger of losing all my stuff in today’s games, but I do miss these kinds of great adventures that would’ve never occurred without such mechanics. Quite a dilemma, isn’t it?

Memorable Moments – Chapter Two

Today I’m going back to a great experience I had in 2009. As a line member of KIA Alliance I was living deep in nullsec for the first time in EVE Online.

Our home base was the TN25-J system in Period Basis. As long as we were part of the anti Band of Brothers coalition spearheaded by Goonswarm we had often traveled to Delve and Querious to fight BoB. After their defeat we didn’t have a clear focus or purpose for a while – which lead to most corps leaving the alliance in the end – and we mainly roamed around Period Basis and Stain shooting everything that wasn’t blue (i.e. allied with us).

Naturally Stain’s residents were keen to return the favour, so gangs of pilots from THE KLINGONS, Systematic-Chaos and Reikoku (a former BoB corp) came to harass us regularly.

One day nothing was happening and I ran missions to earn some ISK on my second account. Fortunately I was on Teamspeak just in case because suddenly one of ours called out “Guys, I need help, they have tackled my carrier in GR- !”.

At the time capital ships weren’t nearly as abundant as they are today and the prospect of losing one, no matter the circumstances, was devastating (well, at least it would’ve been to me), so we knew we had to save it. We didn’t have an experienced fleet commander online though, and there were a few moments of ‘Oh god, what are we gonna do?’.

The pilot reported that there were about 20 of them, all sub caps, and that he could tank them for quite a while. There was still time.

I quickly checked what ships I had ready to go, and since no one else seemed willing to step up I decided to at least get the ball rolling.

I asked everyone to grab any ship fitted for close range gank with a bit of tank and tackle, undock and meet up at our jump bridge in TN25 directly leading to GR-J8B. I hopped into my blaster fit Deimos and headed out to the bridge.

EVE Deimos
A more recent shot of a Deimos of mine – I was much too nervous to take screenshots then

While everyone scrambled to get their ships ready someone was mindful enough to contact our allied neighbors, Zenith Affinity, who would join us on site.

After a while a dozen or so sat on the jump bridge good to go. Some more weren’t quite ready, but the carrier was taking more and more damage. The clock was ticking.

I said “Jump, jump, jump! Latecomers just catch up when you’re ready.”

We landed in GR- and I let everyone align to our outpost. The carrier had been caught 15km off of it (how or why we’ll never know) and was still sitting there, tackled and slowed to a complete halt.

As soon as we got word that the Zenith guys were also in system and aligned I gave the command to initiate warp to the carrier.

To be honest, I don’t remember many details about the fight itself. I was in a frenzy, my heart pumping, my hands sweating. I think I called the enemy ship nearest to me when we landed primary, after that the carrier pilot took over the target calling. Astonishingly he seemed to be the calmest of us all.

Their DPS consisted mostly of Tech I cruisers, so our mix of battleships and Tech II cruisers was superior from the get-go. We destroyed the first ship, then the second, and on it went. More and more reinforcements trickled in on our side too, and before long we had wiped out the majority of their fleet. Only a couple managed to avoid being tackled and got away.

We rescued the carrier and didn’t even lose much – actually hardly anything – in the process while delivering a decent blow to our hostile neighbors. Op success!

The battle report consequently shows a very one-sided affair, but for me it was one of the most exciting battles I’ve had in EVE, and one of those rare gaming moments that was not only fun but also really meant (and still means) a lot to me.

Memorable Moments – Chapter One

In my very first blog post I outlined my main reason for starting to write: to preserve and share great memorable experiences that might be forgotten otherwise.

One of those events came to pass in ArcheAge. Lakisa, our friend Tristron and I had a day full of adventure and excitement, and this was the catalyst that kindled my desire to write stuff down for the first time.

I had no idea how to start though, and unfortunately didn’t put in the effort to find out at the time. So now I’m going to try and reconstruct that day, for stories like these really shouldn’t pass into oblivion.

In order to get your medium sized farm in ArcheAge you need to do a couple of trade runs. Trade goods are crafted at certain workbenches and can be sold to trade NPCs for gold or other rewards. The farther away you sell, the more it’s worth. The kicker is that trade packs are very heavy and slow you down considerably. You wear them like a backpack one at a time, and if you put it down on the ground anyone can pick it up and steal it.

If you don’t own a farm cart yet you can only speed up the process by using public transportation (carriages or airships), or by riding a donkey.

ArcheAge Adventure2

ArcheAge Adventure4

ArcheAge Adventure3
We did all three during the quests leading up to this one

The last quest requires you to deliver a trade pack to the other continent, so you need to cross the ocean by boat. This is where it gets dangerous because as soon as you leave coastal waters you’re in lawless territory and anyone can attack you. We were still pretty low level at the time, so even without tradepacks on our backs we’d be easy prey for pirates.

When we finally reached the shore I spawned my clipper and we set sail.

ArcheAge Adventure1
Myself at the helm, Lakisa at the harpoon and Tristron ready to reef or hoist the sail as needed

We were very nervous and kept our eyes peeled because the sight of any sail on the horizon was more than likely to mean trouble.

We tried to avoid the direct trade routes and zigzagged our way towards the destination. Nevertheless we spotted another ship once and collectively held our breath, hoping that whoever it was didn’t see us or had other things in mind. After a couple of tense seconds it was out of sight again. Phew.

Luckily the quest doesn’t actually require to hand over the trade pack to an NPC, you just have to reach a specific area with the cargo on your back. You have to get pretty close to the shore though, and since it’s the enemy continent its residents can attack you anywhere. I held my course towards the dock with trembling hands, ready to turn around as soon as the quest updated.

Then it happened. “Reef the sail!” I shouted on Teamspeak and turned the rudder (i.e. pressed the D key) as hard as I could. After having turned about 120° I gave the command to hoist the sail again, and we quickly gained pace and sped towards the open sea. Mission accomplished.

We made our way to our own continent’s nearest shore unharmed and delivered our trade packs to an NPC for a bit of profit.

Since this had been so thrilling and fun we weren’t ready to call it quits just yet. Instead we decided to try getting our hands on snowlion mount pups, which meant we’d have to do another trip across the ocean and even venture into the heart of the hostile country.

ArcheAge Adventure5
First we took the scenic route by rowboat at night with Tristron on minstrel-duty

This time we crossed the sea without incident and soon Haranya’s coast came into view.

ArcheAge Adventure6
The continent’s eastern theme is easily recognisable even from afar

But where to disembark? Enemy players weren’t our only concern, for NPC guards, too, would attack us on sight. The coastline consist of steep cliffs for the most part though, so we had no choice but to head for the village pictured above.

We found a spot without any guards close by, jumped off the clipper and tried to sneek our way into the hinterlands. We had to pass by a guard much too close for comfort once, but got through unharmed.

Once out of the village guards were no longer a problem, but we were still wary of other players and had quite a distance yet to cover. We decided to try going over the mountains instead of using the roads and paths.

We indeed managed to get pretty high up with the help of our gliders and some bold jumping maneuvers.

ArcheAge Adventure7
And were rewarded with some breathtaking sights for our troubles

This proved to be a veritable shortcut. Not only did we not see another player the whole time, we were in fact very close to our destination once we started to descend the mountain range on the other side.

Now it was time to tense up once more though, because if the location of our own continent’s mount NPCs was anything to go by chances of encountering other players would rise dramatically the closer we got.

Shortly before we hit ground level we could actually see the NPC as well a a couple of players from a distance. Luckily the players were rather low level, so we figured we’d probably be able to talk to the NPC and buy the pups before anything serious happened to us.

We mounted our gliders and sailed right towards the NPC. We managed to land right next to him, quickly bought the pups we wanted and legged it as if the devil was on our heels.

We got what we wanted and didn’t even die in the process. Victory again! We decided it was time to port home, nurse the pups to grow them into mature mounts and call it a day.

It was a funny, exciting and very rewarding adventure, and this is why I really love to play sandbox-like games.

Black Desert Online – making adventuring great again

When I reached level 49 with my Witch the Black Spirit offered me a new quest. As long as you don’t finish that quest you can’t ding level 50. This is important because from level 50 onwards you’re enabled for PvP.

I had already read that some folks decide to lock their life skill characters at 49 so they can go out and do their stuff without ever having to worry about being ganked by some bored PvPer. Since there’s a penalty system in place for killing folks who haven’t flagged themselves for PvP this doesn’t appear to happen all that often, but it’s still a thing to consider.

While I thought about it I had an idea. During 2017 a few new classes have been added to the game, among them the Striker, a martial arts fighter. I’m a big fan of martial arts, and had already thought about trying him out. So why not play one for a while, and if I liked him let the Witch sit at 49 and level the Striker beyond 50 as my combat main?

Which is exactly what I’ve done. The Striker has lots of punches, kicks and combinations thereof in his arsenal, is beautifully animated and pretty fun to play. And he’s at level 50 already. Here’s how that happened.

Since I’ll continue to do life-skilling with the Witch I fully focused him on combat content from the start. Playing on one of the double XP servers and stacking all available daily boosts to combat XP on top of each other makes leveling a breeze. I outleveled main and combat quests very quickly just by killing enough mobs to fulfill said quests. Hence I decided to ignore all further quests for a while and just go to where mobs of the appropriate level are. The map has helpful icons depicting what type and level of mobs inhabit certain areas, even if you’ve not yet been there.

Black Desert Map Mobs

This indeed led me to regions I hadn’t been before very soon. A change of scenery was nice after having stayed in Heidel’s surroundings for quite some time.

When I reached the mid-40ies I chose another unexplored area where skeletons ought to dwell. After crossing a river the landscape changed dramatically, and instead of Serendia’s wide open spaces with mountains and the occasional group of trees and shrubs I found myself in a pretty dense forest.

BlackDesert64 Forest

It’s beautiful. The music there is quite ominous for some reason though. While I still relished the ambiance dusk came, and the world went very dark really quickly.

Black Desert Dark Forest
Like, really dark.

The spooky music made a lot of sense all of a sudden, and I now felt a very real sense of danger. I was far from known and safe territory, surrounded by high level mobs (which are stronger at night to boot), and I could hardly see the path right in front of me. Now I know what those lanterns and corresponding oil the game keeps handing out are for. Sure enough I had neither with me.

What the hell, I thought, I’m here to kill mobs, so let the pummeling commence! First I backtracked a couple of yards to park my horse in a supposedly safe spot, then I stormed into the fray.

I killed mobs left and right, just following the little red dots on my minimap. Soon I had no idea where I was anymore. The enemies didn’t exactly look like skeletons, but they gave XP and loot either way. They weren’t pushovers, but I didn’t take too much damage, so on I went.

After a while I arrived at a graveyard, and here I finally found the promised skeletons. Battering those is tremendously fun because they shatter to pieces, bones flying everywhere, with appropriate sounds to go with it.

BlackDesert Skeletons
I came back at daylight for your viewing pleasure. Yes, that’s a ribcage flying there.

I indulged in beating the crap out of the scraggy fellas until I dinged 49. Then I consulted the Black Spirit and took the quest to get to 50. Seeing that I had to travel a good bit further into unknown territory I decided to make my way there right away. So I just had to fetch my horse and…dude, where’s my horse?

Not only had I no idea where I was and where I had parked my horse. The button used to either whistle for your horse to come to you (if it’s close enough) or show you a path to it…was gone from the UI. Just not there. That didn’t bode well.

After contemplating alternatives for a minute I concluded that my safespot hadn’t been safe after all, and my horse had indeed died. This hadn’t happened to me before, so I wasn’t quite sure of the consequences. What I did know was that I now stood in pretty much the middle of nowhere without a horse.

Well, it couldn’t be helped. The course to the quest’s target area was plotted, so off I went. Fortunately the Striker can give himself a little speed buff regularly and is additionally wearing a pair of boots with +1 speed at the moment.

After a while I reached a little village that looks kind of like a base of operations for a bunch of lumberjacks. I ignored all of it’s inhabitants but one for now – I was relieved to see that there’s a stablemaster there. Sure enough he resurrected my horse for a fee, and it wasn’t even transferred back to Heidel, where I had stabled it last, I could use it right then and there instead. It has a Death Count of 1 now, which as far as I know might be a problem should I decide to use it for breeding. I will deal with that when/if it comes to that. At least I didn’t have to walk the rest of the way.

I reached the quest area without further complications, summoned the boss I had to fight, gave him a walloping, finished the quest, and after one more killed mob I dinged 50.

This was the first time in quite a while that I felt like I had a real adventure in an MMO. Which is exactly what I was hoping for when I picked up the game. So: yay!

What’s more, the next adventure was already waiting around the corner. But that’s a story for another time.