This is Chronicles of Elyria fan fiction.
CoE is an exciting up-and-coming MMO currently in Kickstarter, which promises to bring in family, character death and roleplaying in new and meaningful ways.
Cold wind, dark road. The shadows under the bridge were especially dense and unwelcoming, but Jalmar didn’t mind. Dark shadows meant refuge, unless someone larger, stronger or better armed had taken possession of them first. This particular spot was dank enough that he doubted anyone would want to fight over it. Only someone truly desperate would try to shelter here.
The wind muffled all other sound and the overcast night obscured all but the largest obstacles. He tried to find a place less damp than the rest, scuffing a toe in the dirt and trying not to think of warm beds and welcoming firesides. His traitorous eye was drawn back to the dim light that flickered from the windows of houses in the nearby village of Mirkford. He had already exhausted all possibilities there. The locals were suspicious and unfriendly and Jalmar could not blame them. The signs of recent predations by bandits had been all too common along the road.
Jalmar grudgingly found a spot that met his rapidly dwindling requirements and set down his pack. He began drawing out his possessions . A square of canvas that could serve as ground sheet or tent. A scruffy bedroll, patched to the point of being impossible to repair. He was considering whether he dared to build a fire, when a hand fastened on his shoulder.
“Holy Saint Ana!” Jalmar exclaimed, speaking in his native Bishari. He dropped the tinderbox he had been holding and it clattered to the ground, his hand darting towards the concealed knife in his jerkin.
The man holding him gave him a rough shake, throwing him off balance.
Light flared a short distance away as a second person brought out what looked to be a small glowing pinecone. By its light, Jalmar could see a pale-skinned woman wearing well-worn coin-studded leather armour, with a shortsword sheathed by her side. She looked fierce and competent.
“Don’t give trouble,” growled his captor, dragging him out of the shelter of the bridge, into the fierce blast of the wind and towards the circle of light. As they moved forward, Jalmar could see the man was large, brawny and unarmed. He was dressed more like a farmer than a soldier or a bandit. Jalmar weighed up his options. He could try to take on the pair of them. He could drop and break free of the man’s grip, roll aside and draw his dagger…
And then what? Run away without his possessions? That would be as good as death in this weather. Attack what was probably the local village militia? No. He was cold, alone and exhausted, and even if the odds had been better, he was no murderer. It was best to try to talk his way out of this.
“It’s that foreigner,” the woman said in disgust. From her expression, she would have liked to spit at him, but was restrained by her own dignity, or perhaps the fierce wind.
“You were told to get out of town and keep going,” snarled the farmer, giving Jalmar an extra hard shake.
“I apologise,” said Jalmar, trying to speak with dignity. It was difficult. His teeth were chattering with cold. “I couldn’t walk any further.”
The man glowered. The woman frowned. Her eyes ran over Jalmar, taking in his brown skin and worn clothes. They dwelled on his much-mended shoes.
“We don’t tolerate beggars here,” said the man. “There’s no room for those that don’t care to work for a living.”
“I’m happy to work,” protested Jalmar. “No one would give me any. Not here, not in the last town. Not anywhere I’ve passed through in this whole kingdom. I ran out of money.”
“Then why did you come here? Go home to your own country!” sneered the farmer. “We’ve got enough problems of our own without people like you causing trouble.”
“I am just a traveller,” Jalmar began, but the woman cut him off.
“Bring him in, Garben,” she said. “We’ll lock him in my barn for the night and he can go on his way in the morning.”
“But, Risha…”
“It’s not fit weather to be standing out here discussing this,” she said. “I want to get out of this wind.”
“Thank you,” said Jalmar. Staying in a barn would be far preferable to camping under a damp bridge.
“Don’t make me regret it,” she replied, her grey eyes meeting his own coldly.
***
Jalmar was woken shortly after dawn by the barn door creaking open. He stirred reluctantly. Cocooned in his bedroll amidst the warm hay in the loft, he felt warmer than he had for weeks. The thin light of morning streamed through the door, and he was glad to realise that the wind had died down to no more than a frisky breeze.
Below, someone – a young female from the voice – was tending to the cows. She was singing softly to them.
He lay back telling himself he would get up in a moment. That he would enjoy just one more minute of being deliciously comfortable and then…
“Wake up!”
Jalmar sat up, immediately aware that far more than a minute had passed. The woman from the night before, dressed like a farmhand but still wearing the sword, stood a short distance away. Risha, he remembered her name was.
“There’s some milk churns that need loading and taking to the cheesemaker, if you want breakfast,” she said.
“Of course!” said Jalmar. His stomach gave a painful twist at the thought of a proper meal. He scrambled to his feet, brushed a few wisps of hay out of his hair and followed her down the ladder.
“Thank you again for taking me in last night,” he said, as he helped load the churns into a cart. “I don’t know what would have happened if you hadn’t.”
“Don’t make too much of it,” she replied.
He turned away, feeling rebuffed. He picked up another churn and she seemed to relent a little.
“It’s been tough times for everyone,” she said. “What with the war and the tuber-blight. A lot of folk have turned to desperate measures to feed their families. That’s why I train with the militia. Truth is, there’s plenty of work, but nothing to pay for it.” Her eyes asked the obvious question although she did not voice it – why was he here when there were doubtlessly other, brighter places? Where was he going?
He hesitated to answer. The truth was, he didn’t really know. He had been a wanderer for most of his twenty-odd years, ever since he had left Mother Calista’s Orphanage for Needy Youth back home in distant Analexis, the capital of arid Bishar. As long as he could remember, he had felt the tug of the road, an inexorable need to move on, to go somewhere else.
He had tarried in many places along the way; had spent two years working for a merchant in the Aratolian Highlands, and another as a caravan guard across the plains of Horizon. Once he had even considered settling down and getting married. Every time the call of the road had pulled him onwards, inexorably to…. he knew not what.
He did not wander for the love of it. Sometimes he liked his life. The constantly changing panorama of scenery, the new wonders that each part of the world had to offer – it all drove home how wonderful it was to be alive. But more often he hated it. He was weary of the discomfort and uncertainty of never knowing what the day would bring or where the road would lead.
He had spoken to other drifters and he knew his wanderlust was somehow different from theirs. Most wandered on forever in meandering lines and overlapping circles, driven by a need for anonymity, or merely for wandering’s sake. He had a Destination. It was firmly there, fixed in his mind, a feeling he had to be somewhere, to do something. Something that was imprinted on his very soul.
For weeks now he had felt he was drawing near. It had being growing stronger and more certain, day by day. He would arrive any moment now. Maybe it even lay in the next village. He had never felt like this before.
He didn’t know what he would do if he arrived and there was nothing there.
The last of the churns was loaded. Risha took the reins of the placid workhorse, while Jalmar rode in the back and steadied the load. A short way across the village, they unloaded the milk at the cheesemaker’s.
“You work well enough,” Risha said afterwards, while they sat in the kitchen of the farmhouse, eating a breakfast of boiled eggs, flatbread and cheese. “I have to admit we do need help. There’s fences that desperately need mending and it’s a difficult job for one person. You could stay on for the day, in exchange for food and lodgings in the barn.”
Jalmar hesitated. His destination was so close, now. The desire to reach it burned within him like hellfire.
“Suit yourself,” said Risha, her face stiffening as she anticipated his rejection. “It’s not like we won’t get by.”
“Of course I will help,” said Jalmar.
***
Jalmar’s joints ached from unaccustomed activity. He had spent the first day fixing fences alongside Risha. They had achieved a great deal, although the task was still far from complete. Her hard-won admittance that he was a competent and willing worker had earned him another night’s lodging. The next day, he had been going to move on, but during breakfast they had been alerted by the cries of Kiari, Risha’s younger sister, that something was amiss.
“The cows!” Kiari cried breathlessly, running up to the farmhouse door. “They broke through the fence and are running off into the woods!”
Thus Jalmar had spent a cold, muddy morning tramping through the copse of trees that bordered the swamp, trying to help drive the cattle back into their paddock. The afternoon had been spent repairing the new break in the fence.
This morning, the start of the third day, he had awoken to an undeniable tugging. It sent a dull ache echoing right down to his bones.
“I’ve got to get moving,” he told himself. If it had not been so bad, he would have liked to stay here a while, to help build the farm back up again. Maybe then Risha would smile more often.
“I should be moving on today,” he told Risha as she came downstairs to breakfast. She spared him only a brief disappointed look, before turning her attention back to the old woman leaning on her arm. She was Risha’s grandmother and Jalmar had not seen her before. He had been aware of her existence, but Kiari had told him she seldom came downstairs any more.
The old woman straightened and carefully took a seat at the table. Only then did her watery blue eyes look up at Jalmar.
Her mouth dropped open in overjoyed surprise.
“Tori!” she cried, her old voice high and warbling. “How can it be you?”
Jalmar froze in confused embarrassment. As he looked at the old woman’s crepe-skinned face, the pang of wanderlust burned through him stronger than ever before. It was consuming him from the inside out. He had to move on. He didn’t belong here. He had to go, to reach it, to find…
“It’s not grandad,” Kiari piped up, laying her small hand on the old woman’s arm. “This is Jalmar. He’s a traveller, helping with some of the work.”
The old woman shook her head stubbornly. “He’s Torren – I can see it in his eyes.” She stared at Jalmar intently.
Risha was embarrassed and worried. “I’m sorry,” she said to Jalmar, who was paralysed, caught between the old woman’s gaze and the terrible ache inside him. “I don’t know what’s come over her. She doesn’t usually do things like this. What is it, Gran?”
“He’s come back at last!” crowed the old woman. “Come to fix everything! I knew that he would!”
“Maybe I should go,” Jalmar made himself say, and then he was surging to his feet and practically running out the door, feeling the great relief of letting the wanderlust take him. He ignored Kiari’s surprised gasp, and Risha’s “No, wait!”
He took solace in just running, out the door, down the lane that led from the farm and into the road. The pressure eased with every step he took. His thin shoes slapped on the ground, he stumbled and slid on loose gravel, but he didn’t slow down until that same low stone bridge just outside of town. He crossed to the other side and then his steps faltered. The burning desire to hurry onwards was gone.
He stood quivering for a moment, his chest heaving as he tried to catch his breath. He could hear someone calling his name in the distance but that seemed unimportant. No, the tug wasn’t gone, it had merely subsided. It led him down under the bridge to his would-be campsite, which looked even less appealing by the light of day. A heavy rock lay deep under the angle of the bridge. Recklessly, Jalmar tugged at it, breaking his nails and scoring his palms. Under the pressure of his whole weight it began to shift, slowly at first and then with greater momentum. The rock toppled over slowly and tumbled down the bank to plunge into the stream. Jalmar could hear a horse’s hoofs skittering over the bridge overhead, but his focus was firmly directed to the space the rock had left. Within was a small but sturdy wooden box with a sigil etched into the lid.
He picked it up.
“Jalmar?” Risha’s uncertain voice echoed under the bridge. “You forgot your things…”
Jalmar edged back and stood up, the box in his hands. She was standing just under the bridge, his pack dangling from one hand. She looked uncertainly at him and he realised how crazy he must seem. She noticed the box he held in his hands and suddenly drew in her breath. She dropped the pack to the ground.
“That’s our family mark,” she said. “How did you…?”
“I don’t know,” said Jalmar. He stepped forward to press the box into her hands. For the first time in his life he felt giddily free of any desire to go anywhere. He stood basking in the overwhelming emptiness.
“We should open this at home,” said Risha.
Jalmar said nothing, he felt so strange. He jumped when Risha laid a hand on his arm.
“Won’t you come back with me?” she asked.
“Yes,” said Jalmar. “I think I’d like that.”
They retrieved the farm workhorse and returned to the farmhouse. At the kitchen table, Kiari and Gran waited for them. Risha set the box on the table.
“What is it?” asked Kiari, her eyes wide, as Risha coaxed the lid open.
“The return of our prosperity,” said the old lady, her eyes fixed not on the box but on Jalmar.
Risha had opened the box. The inside was lined with waxed cloth, and inside, amidst a wash of heavy gold and silver coins, was a small filigree locket. The same sigil, twisted in golden wire, decorated the front.
“Gran’s locket!” breathed Risha. “It can’t be anything else!” Her startled eyes travelled to Gran for confirmation and then across to Jalmar’s face. “It was stolen years ago and we thought it was gone forever.” She carefully opened it and inside was a tiny portrait of a middle-aged man, who stared out confidently at the world. His eyes seemed to bore into Jalmar, right to the depths of his soul.
“Torren,” said Gran.
“What I want to know,” said Risha to Jalmar, “is how you knew it was there.”
“I don’t know,” replied Jalmar, but as he looked into Risha’s grandfather’s painted eyes, he was filled with certainty that he had finally found his way home.
So, we have been playing Final Fantasy XIV, re-released last year, a considerable time after its incredible nose-dive into the sun shortly after its initial release. So far so good. There still aren’t enough quests for my tastes, and some odd prohibitions that I can’t see the point of. Why tie unrelated side-dungeons to the main questline, so you only get access after reaching a certain quest, even if you are the right level? Why can’t we take a too-low team into a dungeon? Why can’t we try with three people? These latter pushings of the challenge envelope are something I have always enjoyed, despite often being punished with much death for my audacity. It’s those radical moments when you actually manage to pull off something unexpected that make it all worthwhile.
Revisiting Final Fantasy XIV has brought back vivid memories of Final Fantasy XI, my first real MMO, and doubtlessly where my rules-lawyery-ness about following “the unspoken rules” originates. (The tank goes first, let the tank pull, avoid getting aggro if you are not the tank, crowd control is sacred). Although recent games challenge these traditionalist MMO concepts, these unspoken rules still exist in FFXIV, along with the same snide elitism about gear. Is there something about Final Fantasy that encourages this? ‘Cause although it is definitely present in other games, I haven’t seen (smelt?) such strongly scented epeen for some time.
Anyways, playing FFXIV did inspire me to make a new movie, the idea of which was forwarded by my good friend Guildenstern (who has been dragged, kicking and scream-emoting, from one game to another over the last few years, despite the opposition of completionist tendencies). Who knows how long it will last on the interwebs, since Square Enix is apparently just as rules-lawyery about copyright as it is about gameplay.
Ah well, it’s here for now.
ArcheAge is an up-and-coming sandbox MMO which has been in production for some time. It floundered about for a good long time, having difficulties finding a company to bring it to the west, but Trion Games eventually took it up. Even now, only vague snippet of information are forthcoming regarding it, although what has been promised is enticing – ships, wagons, player-built housing, large-scale battles, player-judged legal system, prisons… I wonder if it will actually all come to fruition, and not be the vast disappointment previous games (Vanguard, for example) that have promised such wide-ranging systems have been.
Bare-chested male toons fishing in boats and riding donkeys? No problem.
http://www.youtube.com/watch?v=ynJTQRdTkMI
My recent obsession with making the first chapter of my Star Wars fan fiction story, Aronoke, into a short film has been highly time consuming. Who knew that 3d modelling software like 3ds Max could be so complicated? Well, I did, but on this occasion I have made more progress than on my previous forays, and I am pleased with the results. Why, two months of steep learning curve and mounds of texturing has given me over two minutes of film!
At this rate I should finish by the time I am eighty. With any luck.
Admittedly I have managed, with considerable help, to also install a stack of kitchen cupboards as well, but most of my other projects have been left wandering, lost and alone. Even my MMO activities have been largely neglected. Save for the latest Secret World update.
How could I possibly resist Action Adventure combined with tasty fedora-imbued goodness?
Introduction
Polaris is the first instance most new Secret World players will encounter, and like the game itself, is substantially harder than most instances a “noob” low-level player will typically encounter in the early zones of a MMO.
In Normal mode, Polaris can be a considerable challenge to an unprepared group, while those with more experience will find it easy to duo (and possible to solo) wearing Quality Level 10 blue gear. Thus, you may not notice the difficulty if you first encounter the dungeon in the tow of an experienced and over-equipped player that knows what they are doing.
If you are encountering the instance with a group of raw noobs wearing Quality Level 3 green gear and you choose not to read instance walkthroughs beforehand, it is a different matter entirely.
Considering that starting players typically have Quality Level 3 gear at best when adventuring in Kingsmouth, the instance can be a tricky challenge, particularly in the case of the last two bosses.
The quest is available from Ann Radciffe (383,992) in Kingsmouth. Entering the instance without the quest will grant it to you automatically, although you will miss out on the cutscene with Ann Radcliffe. The Elite version of the instance is accessible through Agartha (Go to the jump-off point to go to Solomon island. Instead of going straight ahead, turn left. This portal will take you to the Elite instance branch of the World Tree. You will obtain the appropriate quest by entering there.)
Continue reading
I am intending to write a series of “Noob” guides for Secret World instances, largely because many of the Secret World guides I have read follow the lines of “Do these two things and you are guaranteed to succeed” and/or “This is awesomely easy, and only complete noobs who don’t know their ASD from their W could possibly wipe”, the latter of which is highly flattering when your group has already wiped many times before finally choosing to consult a guide. Perhaps these things are true if you are running an instance with a bunch of over-geared people who know exactly what they are doing, but if you are playing with a group of raw noobs who are all there for the first time (perhaps because you are not interested in having the solution completely handed to you by someone else), it is a different matter entirely.
As I play almost exclusively with a small cabal which attempts to solve instances without looking anything up, (at least not before wiping a good score of times and exhausting all the strategies we can think of), I may be missing easier solutions that are more widely known.
To fire off this series of guides, I will start with what, in my opinion, you should know before embarking on your early Noob instance adventures. This guide will not tell you specifically what you are going to face (or it wouldn’t be an adventure anymore, would it?), but some general Noob tips aimed specifically towards adventuring in Secret World.
Additionally this guide does not address MMO group etiquette or basic MMO roles or how you should use voice chat. If you don’t know what a tank is, what dps stands for, what Ventrilo, Mumble or Teamspeak are, or the (often unspoken) rules regarding things like looting and aggro management you will need to look elsewhere.
1) Stay out of circles.
Secret World has many Area of Effect attacks which I ubiquitously call “circles” regardless of their shape. (It is much quicker to yell “Circle!” over voice chat to warn your friends then to try to use the names of the specific attacks, so I use “Circle!” unless knowing which specific attack is vital.) There are noted exceptions to this, but generally, standing within the white spreading circles, rectangles, bubbles, polygons or whatever, will get you killed very quickly. Sometimes instantly. There are also circles that look like glowing fire, blood, or darkness (filth). These are also typically deadly.
Practice double-tapping the movement keys (to perform a rolling dodge in the tapped direction), and running to get out of circles quickly. You will need to be able to do both. Note that running backwards is slower and only works with small circles. Playing with the Akabs in the Savage Coast (the second zone in Maine) is a good way to practice this.
2) Be aware of your environment.
Position yourself wisely. Where you stand and move can be incredibly vital in Secret World, and is often the difference between success and failure.
Always fight on level open ground if you have a choice and there is no reason not to. Sometimes circles are hard to see on slopes, stairs, or in water.
Some monsters have frontal cone or blast attacks that you will not be affected by if you are careful to keep behind them.
Use the less frenetic parts of the fight to position your character appropriately and be aware of what directions are best to dodge in if something happens where you are standing. It is easier to get out of enemy attacks quickly if you have planned which way you will run. Dodging into walls or objects seldom ends well. You will be either unable to dodge in that direction, or your dodge is cut short.
Be aware of where your friends are. Some monsters target you with targetted AoE attacks (circles) that follow you wherever you go. Running to get out of these circles straight over the top of other players will probably drop circles on top or them and is counter-productive.
More generally, the environment can include things like fiery jets coming up from the floor, inanimate traps that fire off circle attacks when you stand near them, filthy water pools that damage you while you stand in them, electrical fields, or circles that leave a permanent puddle behind them that continue to exude damage if you walk in them.
3) Watch the boss.
This can be surprisingly tricky, because you are already trying to watch your colleagues, watch for circles, and if you are the healer or tank, watching everyone’s health bars as well.
Watch for emotes that herald special attacks (eg. boss pauses and raises arms in the air, boss turns aside and casts dramatic purple swirly special effects).
Listen for audible catch-phrases that indicate incoming attacks or phase changes in the fight.
Watch the boss’s cast-bar and note the names of attacks as the boss casts them, as these can tell you what is about to happen a little earlier and helps you associate attacks with specific emotes.
Check for icons indicating buffs above the boss’s bar. Buffs can improve a boss’s damage or defence abilities. You might want to run away from the former, or hold off using your best attacks during the latter.
4) Know your character.
Yes, this is really Number One on the list, although early in the game you can be excused for not knowing all the facts yet, or for having an incomplete deck of skills. That doesn’t mean you should stay ignorant. From an early stage in the game you should form some idea of which deck or role you are working towards. Look at the existing decks for your faction – these will give you a good idea of how a decent deck is built. Look at future skills that might augment the ones you already have, and work towards obtaining them.
Make sure you read through all your abilites (and easily obtainable potential abilities) carefully. Lots of skills complement each other, so look for passive abilities that give bonuses to the type of attack your active abilities use (eg. Blast, Focus, Chain, Burst, Leech etc.), or even to specific abilities.
Don’t be afraid to try out different weapons and combinations of abilities. In the end, Secret World instances are like puzzles in which working out the correct party-wide combination of abilities can be vital. You can get all the abilities and skills in the wheel if you are willing to put in enough time. There are numerous guides and decks that specify decks for different roles.
On the other hand, changing your build constantly can be counter-productive. There is a great temptation to “slot this particular uber skill which will be the solution to all the group’s problems” but if everyone in the group is changing abilities all the time without consulting each other, the combined overall effect can be random. It is better to confer with your group mates and slot skills according to an overall strategy (eg. “We need a lot of area damage to kill all the adds in this fight, so the DPS should slot AoE attacks, while the tank slots area hate abilities.”)
Make sure you are wearing class-appropriate gear which has statistics most appropriate for your role. I am not going to go into detail here, but the following basics will see you through your early Noob instances:
- DPS (damage dealers) should wear gear with high Attack Rating.
- Healers require Heal Rating.
- Tanks will typically need high +Health gear.
If your health is very low with all your DPS or Healing gear slotted, consider putting in one or two high +Health pieces even if your Attack or Heal rating is reduced. All that uber DPS and Healing power will not do you or your party much good when you’re dead.
5) Know your friends from your enemies.
This seems like it should be ultimately obvious, but it is less so when you are confronted by a fiery pulsing circle on the ground, or a sudden green swirling that might be poison or might be healing… Player attacks come in many different forms, and as a Noob it is difficult to be familiar with all of them. Some of them look surprisingly like some monster attacks, and may be bright enough to make it difficult to see hostile attacks.
Ask questions if you are uncertain if an effect is friendly or not (“Is that thing with the spears coming up out of the ground yours?”) and pay attention to abilities you see other players using while you run around playing solo – you don’t want to be constantly running out of a healing AoE or out of the tank’s aggro-circle.
Latest video effort.
Chris noticed a theme in most of my MMO related videos. Seems like they are usually about the NPCs – the background characters who we don’t really consider as individuals in the game – orc grunts in LoTRO, imperial lackeys in SWTOR, and now Orochi goons in The Secret World.
The underdogs in MMOs are always more interesting from a story-telling perspective than the super-powered heroes, because the heroes are what the game is already about. There is more space to make up a story about the background characters In games, the minor NPCs seldom have characters at all – if they’re lucky they have some lore to back them up. I don’t much like creating fictional works around “other people’s” characters. Even my Star Wars fan fiction, Aronoke, doesn’t have any characters from the game or the movie in it.
So when I borrowed my dear friend Jenny’s Secret World account to make my latest video, “Orochi Corp“, I told her I would be sure to go through her character’s underwear drawer and post videos of her in her lingerie on Youtube.
I would hate to disappoint.