Ancient Kingdoms

Kirun

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Speaking of, you know what this game sorely lacks? Aoe damage. A core part of EQ was nuking down a group of easier mobs quickly to get to the actual mobs you wanted. They'd need to implement some kind of toggle maybe, but having the ability to aoe shit down would be amazing.
They have it. Wizards get Cone of Cold and Rogues have a vet ability called "Daggerstorm". There's a meta right now that uses it to farm EXP in Sunken Temple.
 
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Void

Yeah, and?
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The potions and food one is huuuuge. Hold Spot will also be super nice on some bosses, especially those that have frontal attacks like the Black Dragon in Everfrost.

I pretty much have 3 of the 5 world bosses on farm now (Ancient Cyclops, Ixiblat Fir elemental, and Onyxia). Still can't do the giant Orc or the Spirit of the Forest. Gonna need to farm my ass off. Almost had the Derakor the Vindicator boss in Winterforge dead too, but a fucking add came in and killed my healers with him at 6k life. There's also a boss inside the Orc Fortress I hadn't ever seen before that has a very similar moveset to the Orc worldboss. He also smoked me.

Game is addicting as shit.
Have you done any of the Fabled mobs? I would imagine you might be able to at least do that one in the mines, as I only lost because I ran out of mana way too early. With that refresh veteran ability you could probably take that guy easily. No idea about any of the other ones.
 

Hateyou

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They have it. Wizards get Cone of Cold and Rogues have a vet ability called "Daggerstorm". There's a meta right now that uses it to farm EXP in Sunken Temple.
The wizards fire AOE is much better than cone of cold, has twice the range, more damage, and in an entire circle instead of a cone. It’s in the same tier as cone of cold. It’s just expensive mana wise.
 

Kirun

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Have you done any of the Fabled mobs? I would imagine you might be able to at least do that one in the mines, as I only lost because I ran out of mana way too early. With that refresh veteran ability you could probably take that guy easily. No idea about any of the other ones.
I have. I have the shield for both of my healers from the Ancient Spirt one. It's very good. Also did the Lost Catacombs Fables, except the last one. He's a bitch. Darish in the Orc Fortress drops a really insane rogue dagger as well as a good chest.
 
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Slaanesh69

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Jesus Christ that V key is what I've been waiting for. Why does my fucking cleric need to move out of the room to heal the tank? They don't move far enough to avoid aoes, so it just pulls adds.

Too bad I sold all my potions because I didn't need the lesser versions, or any rage potions at all. Same with food, wasn't worth my time or inventory space.

Speaking of, you know what this game sorely lacks? Aoe damage. A core part of EQ was nuking down a group of easier mobs quickly to get to the actual mobs you wanted. They'd need to implement some kind of toggle maybe, but having the ability to aoe shit down would be amazing.
And crowd control. Playing an enchanter would rule.
 

Kirun

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I'm glad they added the "hold" command, but NPC behavior has been fucky ever since they've messed with it. Mercs not attacking, getting stuck and having to resposition them, not healing, etc. Super annoying.

Still just have the 3 world bosses on farm. The Orc and Spirit Beast are still too tough. Downed a couple more fabled bosses, but I'm pretty close to "gear capped" for the bosses I can farm and can't really see a path forward. Tried Avatar of Water again and got smoked still.
 
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Void

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It is weird that "hold" doesn't make them immobile forever. When I pull a mob in, they all move slightly, especially the warrior. You'd think they would just stay in one spot.

However, it does seem to prevent them from moving 30 feet away just to cast that heal like they were doing before. Nothing I hated more than the cleric running past the mob for whatever reason, only to stand in the path of the add I was trying to avoid. This seems to have mostly remedied that, which is good enough for now.

Somewhat related, the VERY FIRST time I used the hold command was when I logged back in after the patch last night, in front of the Twisted Haunt by the Renewal Sage. Like always, I pulled the earth elementals over and went about killing them, checking how the hold command was working. Apparently I targeted the Sage though and she one-hit killed me. I had no idea what happened, and I was trying to figure out if somehow I held the healers too far back or something. Only when I checked the combat log did I figure it out. And of course the rest of the party must have attacked her as well so I had to rez them all.

I feel like there are a lot of npcs you can't attack in game, but maybe I'm wrong and everything is open season? My fault, obviously, but just weird that they even allow that one.
 

Kirun

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It is weird that "hold" doesn't make them immobile forever. When I pull a mob in, they all move slightly, especially the warrior. You'd think they would just stay in one spot.

However, it does seem to prevent them from moving 30 feet away just to cast that heal like they were doing before. Nothing I hated more than the cleric running past the mob for whatever reason, only to stand in the path of the add I was trying to avoid. This seems to have mostly remedied that, which is good enough for now.

Somewhat related, the VERY FIRST time I used the hold command was when I logged back in after the patch last night, in front of the Twisted Haunt by the Renewal Sage. Like always, I pulled the earth elementals over and went about killing them, checking how the hold command was working. Apparently I targeted the Sage though and she one-hit killed me. I had no idea what happened, and I was trying to figure out if somehow I held the healers too far back or something. Only when I checked the combat log did I figure it out. And of course the rest of the party must have attacked her as well so I had to rez them all.

I feel like there are a lot of npcs you can't attack in game, but maybe I'm wrong and everything is open season? My fault, obviously, but just weird that they even allow that one.
Bringing it back to the days of OOCing newbs to press "a" to hail a guard!
 
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velk

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Hold position seems pretty buggy - from basic stuff like having them run around into a different spot and *then* hold position, I've also had some:
- Run into a wall and then vanish
- Stop attacking and/or healing

It also doesn't stop them from running away from boss abilities, which is good in theory, but they don't seem to be able to tell ranges or anything, so they often run away from stuff that isn't going to hit them, sometimes leaving them OOR for heals etc while they are running.
 
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Droigan

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I started playing this now. Started as a Wizard and gotten up to level 24. My mercs are a cleric and a tank. I've only just done the quest to the dwarf city to mine some iron ore to get some equipment to go to the frost area? So far every fight has been "stand there and shoot fireball" while the mercs just do their thing. No real tactics so far at least. Cleric likes to run around for some reason, so if I see a named, I've learned to pull as much as I can around it first before attacking to avoid his stupid ass pulling adds.

Putting potions on them and they guzzle them up for no apparent reason. Not sure what the benchmark is to drink, but it certainly needs some tuning.

While this is highly enjoyable, Erenshor feels way more like a single player mmo. As a Wizard/mage thing there, I mez, control pulls and it feels more like managing a group combat. Of course it also has the mmo chat, invites and people running around. So far Ancient Kingdoms feel more like a good old school RPG adventure. Nothing really that reminds me in any way of a mmo.

That said, are there any tips / do / don't do that? My bank is overflowing with random gems, pages and such in a "what if I need them?" way, but I have no money (bought 1 page, but have no money to buy another). My gear is mostly 10+ levels lower than my level, no vendors sell anything. Should I just sell everything even if it says they're used for crafting. I sold one diamond I got (which I really didn't want to do) to afford a bank slot. Gotten two bag upgrades (so 9ish extra slots?), but my inventory gets full the first few minutes in a dungeon. Just also broke my pickaxe so I guess I need to have lots of those in my inventory to be able to mine? Didn't see any way to repair it myself (you might be able to do it in a town?).

How many merc slots are there and is there a class I should absolutely get? I just went for the holy trinity thing to begin with. Was thinking a rogue for the next slot, but not sure which classes are the most built out. Noticed I couldn't pick a rogue to start with, so maybe they aren't fleshed out yet. I thought the wizard would get a pet from the description, but from the skill tree I think it's just the familiar.
 

Hateyou

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I started playing this now. Started as a Wizard and gotten up to level 24. My mercs are a cleric and a tank. I've only just done the quest to the dwarf city to mine some iron ore to get some equipment to go to the frost area? So far every fight has been "stand there and shoot fireball" while the mercs just do their thing. No real tactics so far at least. Cleric likes to run around for some reason, so if I see a named, I've learned to pull as much as I can around it first before attacking to avoid his stupid ass pulling adds.

Putting potions on them and they guzzle them up for no apparent reason. Not sure what the benchmark is to drink, but it certainly needs some tuning.

While this is highly enjoyable, Erenshor feels way more like a single player mmo. As a Wizard/mage thing there, I mez, control pulls and it feels more like managing a group combat. Of course it also has the mmo chat, invites and people running around. So far Ancient Kingdoms feel more like a good old school RPG adventure. Nothing really that reminds me in any way of a mmo.

That said, are there any tips / do / don't do that? My bank is overflowing with random gems, pages and such in a "what if I need them?" way, but I have no money (bought 1 page, but have no money to buy another). My gear is mostly 10+ levels lower than my level, no vendors sell anything. Should I just sell everything even if it says they're used for crafting. I sold one diamond I got (which I really didn't want to do) to afford a bank slot. Gotten two bag upgrades (so 9ish extra slots?), but my inventory gets full the first few minutes in a dungeon. Just also broke my pickaxe so I guess I need to have lots of those in my inventory to be able to mine? Didn't see any way to repair it myself (you might be able to do it in a town?).

How many merc slots are there and is there a class I should absolutely get? I just went for the holy trinity thing to begin with. Was thinking a rogue for the next slot, but not sure which classes are the most built out. Noticed I couldn't pick a rogue to start with, so maybe they aren't fleshed out yet. I thought the wizard would get a pet from the description, but from the skill tree I think it's just the familiar.
You can craft better picks. I think it’s a rusty pick + 3 copper ore. You can also repair them like any equipment.

I feel about the same way you do about the game, it’s cool in an old RPG kind of way but doesn’t feel like a MMO at all to me. The combat is pretty boring, you just press fireball and wait for the enemy to die. Maybe the end game is a lot more involved, I’m only 38 or something and not sure I’ll keep going as I was getting bored. It did make me go back and hit up Erenshor again though and that’s been fun. New class and guilds and portals added since I last played.
 

Void

Yeah, and?
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I started playing this now. Started as a Wizard and gotten up to level 24. My mercs are a cleric and a tank. I've only just done the quest to the dwarf city to mine some iron ore to get some equipment to go to the frost area? So far every fight has been "stand there and shoot fireball" while the mercs just do their thing. No real tactics so far at least. Cleric likes to run around for some reason, so if I see a named, I've learned to pull as much as I can around it first before attacking to avoid his stupid ass pulling adds.

Putting potions on them and they guzzle them up for no apparent reason. Not sure what the benchmark is to drink, but it certainly needs some tuning.

While this is highly enjoyable, Erenshor feels way more like a single player mmo. As a Wizard/mage thing there, I mez, control pulls and it feels more like managing a group combat. Of course it also has the mmo chat, invites and people running around. So far Ancient Kingdoms feel more like a good old school RPG adventure. Nothing really that reminds me in any way of a mmo.

That said, are there any tips / do / don't do that? My bank is overflowing with random gems, pages and such in a "what if I need them?" way, but I have no money (bought 1 page, but have no money to buy another). My gear is mostly 10+ levels lower than my level, no vendors sell anything. Should I just sell everything even if it says they're used for crafting. I sold one diamond I got (which I really didn't want to do) to afford a bank slot. Gotten two bag upgrades (so 9ish extra slots?), but my inventory gets full the first few minutes in a dungeon. Just also broke my pickaxe so I guess I need to have lots of those in my inventory to be able to mine? Didn't see any way to repair it myself (you might be able to do it in a town?).

How many merc slots are there and is there a class I should absolutely get? I just went for the holy trinity thing to begin with. Was thinking a rogue for the next slot, but not sure which classes are the most built out. Noticed I couldn't pick a rogue to start with, so maybe they aren't fleshed out yet. I thought the wizard would get a pet from the description, but from the skill tree I think it's just the familiar.
I can't answer all of your questions right now, so hopefully someone else comes along and has the time.

However, as I said in earlier posts, I don't feel that the "solo MMO" description is completely accurate, especially in terms of EQ. While I understand that Ultima Online was an MMO (I played it for a couple years myself), this game is far more of a "solo UO" than anything else. Well, assuming that you played on the pve continent, because there is no pvp ganking in this game either.

And when it comes right down to it, other than selling shit to other players and playing with friends, "blue" UO was almost exactly what this game is. So that's how I think of it. Erenshor is definitely solo EQ, but that's an entirely different look and feel to this one. That's why I don't like the EQ comparisons for this game, even though it clearly has EQ influences (camping spawns, fabled, FBSS, etc.). It's still waaaaay more like UO, which was mostly tank and spank.

Honestly I'd give my left nut for a true solo UO. That's how I played the original when my friends weren't online anyway. But this is pretty damn close.
 

Kirun

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I started playing this now. Started as a Wizard and gotten up to level 24. My mercs are a cleric and a tank. I've only just done the quest to the dwarf city to mine some iron ore to get some equipment to go to the frost area? So far every fight has been "stand there and shoot fireball" while the mercs just do their thing. No real tactics so far at least. Cleric likes to run around for some reason, so if I see a named, I've learned to pull as much as I can around it first before attacking to avoid his stupid ass pulling adds.

Putting potions on them and they guzzle them up for no apparent reason. Not sure what the benchmark is to drink, but it certainly needs some tuning.

While this is highly enjoyable, Erenshor feels way more like a single player mmo. As a Wizard/mage thing there, I mez, control pulls and it feels more like managing a group combat. Of course it also has the mmo chat, invites and people running around. So far Ancient Kingdoms feel more like a good old school RPG adventure. Nothing really that reminds me in any way of a mmo.

That said, are there any tips / do / don't do that? My bank is overflowing with random gems, pages and such in a "what if I need them?" way, but I have no money (bought 1 page, but have no money to buy another). My gear is mostly 10+ levels lower than my level, no vendors sell anything. Should I just sell everything even if it says they're used for crafting. I sold one diamond I got (which I really didn't want to do) to afford a bank slot. Gotten two bag upgrades (so 9ish extra slots?), but my inventory gets full the first few minutes in a dungeon. Just also broke my pickaxe so I guess I need to have lots of those in my inventory to be able to mine? Didn't see any way to repair it myself (you might be able to do it in a town?).

How many merc slots are there and is there a class I should absolutely get? I just went for the holy trinity thing to begin with. Was thinking a rogue for the next slot, but not sure which classes are the most built out. Noticed I couldn't pick a rogue to start with, so maybe they aren't fleshed out yet. I thought the wizard would get a pet from the description, but from the skill tree I think it's just the familiar.
The only gems really worth holding onto are Red Beryl, Ivory, Ruby, Emerald, Diamond, and Blue Diamond, mainly because they're used for resist gear later in the endgame. Everything else can pretty safely be sold off for gold.

I also wouldn't really call this a "solo MMO." Like you said, Erenshor handles that concept much better because of how its AI systems make the world feel populated and alive. This game feels more like a "solo-group" RPG/MMO hybrid where the core gameplay loop revolves around building your own party of mercenaries and tackling dungeons, raid bosses, and progression content yourself. The optional online component is there if you want more of a traditional MMO feel, but the real focus is your personal group composition and progression.

As far as merc setups go, the standard foundation is usually 1 tank, 2 healers, and 2 DPS, with your PC filling X role. Since you're playing a Wizard, that generally means you'll want a Warrior merc, two healers, and a DPS. Once you unlock the ability to run four mercs, the game opens up a lot because you can start tailoring your setup around specific encounters instead of just trying to survive everything.

Some dungeons are easy enough that dropping a healer for another DPS speeds things up considerably. Other bosses are absolute nightmares and practically require triple-healer comps just to survive enrage mechanics or heavy AOE damage. That flexibility becomes a huge part of the endgame strategy. In general, though, the "default" party setup is basically:1 Tank, 2 DPS, 2 Healers

How you split that depends entirely on your PC class. If your character is a healer, for example, you can often get away with running a Warrior, and 3 DPS, since you're able to solo heal with access to the better kit than what mercs get. DPS player characters also tend to scale much better than DPS mercs because you can actually optimize your stats and abilities, whereas merc AI, stats, abilities, etc. are pretty limited.

If you've got more questions, feel free to ask. The game gets seriously addicting once you hit 50. That's when the progression loop really kicks in. More dungeons, tougher bosses, resist checks, gearing paths, farming rare drops, and that constant feeling of becoming strong enough to finally take down encounters that used to stomp you.