News-July 1, 2002-HoG gathers in Milwaukee! ( with pics )
This past weekend, several members of HoG gathered in the greater Milwaukee area. Rock and Chrysana flew in together and were promptly whisked
away to the Lakefront Brewery for a tour, free beer and dinner. Next, they were taken to a secret location to consume mass amounts of alcohol.
This location is known as The Safehouse, a bar hidden from veiw with a James Bond/Sixties Cold War theme. You even have to know the password to
enter or you must perform silly acts embarassing yourself before the management will let you enter. We, of course, neglected to mention this to
Rock and Chrysana, who looked quite interesting riding their imaginary ponies and dancing. The rest of us were , of course, safely inside, watching
on closed circuit TV and laughing uncontrolably.
Rock was given the proper Hail to the Cheif, when later in the evening, the Safehouse staff whisked him away to the basement for questioning. He
was eventually raised into the bar through the floor on a throne with Hail to the Cheif playing. He seemed pretty happy about it.

The following day, we all met up at Naga-Waukee State Park for an all day cookout. Ramious prepared Beer Brats, burgers and hot dogs for everyone and
later in the day we were lucky enough to have Dreffen and his Mom, Isolden, arrive. Some HoG that still play UO even showed up ( Mew and Quisinart )
Hopefully, we've convinced them to move over and join us in UO.

from left to right:
Front row: Rock, Droma and Vidis neice, Samantha ( the original UO Mew hehe ), Chrysana, Vidi with his nephew Jakob ( He's HoG :The next generation )
Back Row: Dreffen, Ramious, Khalidor, Thogan, Gicod, Isolden, Topher, Rygar/Mew ( of Uo, not DAoC ), Quisinart ( also still UO ), Armorvaig,
and Droma/Haitys.
-Vidi
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News-June 11, 2002- Character copier now on Pendragon
The Pendragon ( Test server ) character copier is now live.You use the same method for copying that was posted for the Modred Test server.
Here's the directions:
1) You can only copy one character to each test server.
2) This is a
copy, not a move. Your character will still exist, unchanged, on the "live"
server that it is copied from.
3) Your inventory and vault does not copy
over. Your equipped items and gold do. We realize that this hinders crafters and
some classes that require multiple items (such as bards and minstrels) but
unfortunately it is necessary to hinder guilds from "duping" items during the
copy process.
4) Your last name and guild affiliation are cleared. Your
realm points, bounty points, and realm skills remain.
Detailed
instructions (note: the in-game instructions are currently wrong and will be
changed shortly)
Step 1:
Create a character on the test server
(Pendragon or Mordred). This reserves the name that your copied character will
use on Pendragon/Mordred. Note that your original name may already be taken. It
must be in the same realm as the character you are copying. However the
placeholder does NOT need to have the same name, race or class as the character
being copied. The ONLY attribute of the 1st level character that will remain is
its name.
Step 2:
Log in to your new 1st level character and
type the following:
/charcopy Lancelot Myname
Replace "Lancelot"
with the name of the live server the character you are copying resides on.
Replace "Myname" with the name of the live server character you are copying.
Step 3:
Log off the level 1 character (you may play another
character while you wait). After a random period of time up to 12 hours, your
live character will be copied to the test server.
You will receive an
email, either notifying you of a successful character copy, or telling you that
the copy failed and giving you a reason for the failure. Make sure that the
email address your character is registered to is up to date!
So copy away!
-Vidi
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News-June 2, 2002-Mythic interveiw reveals a few details about the exapansion!
Homelan interveiwed Matt Frior ( wonder if he plays a friar?) of Mythic and posted the dialogue. While very few, some details were revealed concerning
the upcoming expansion, Shrouded Isles.
Take a look for yourself here.
-Vidi
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News-May , 2002- Alliance!
After much debate and soul searching, Hunters of Glory has entered into the Forn Sidr Alliance. It was felt that the guilds in this alliance ( and
more specifically, several individual players ) would best suit us as allies.
Guilds in this alliance are:
FornSidr
Mithral Hammer
Knights of Midgard
Fluffy Bunny Clan
Heavy Equipment Operators
You can veiw the Forn Sidr webpage here.
Contact Gicod, our alliance officer, or Vidi for the password to the alliance forum located there.
A link will also be added to our links page.
-Vidi
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News-May 18 23, 2002- Updating will now continue
The pause in updating this site over the last month has now come to an end. There has been a few important changes to the game since the last
update.
-Realm abilities are in. You recieve 10 points for each rank you have achieved ( rank 2 and up )and 1 point per level. For example, a rank one, level two
character would have 2 points and a rank 4 level 6 character would have 36 points.
-Style canceling and style back-ups are in as well. You can now cancel a style by hitting your hotkey a second time. Unfortunately, holding the hotkey
too long will also trigger a style to cancel, so you'll need to be careful. Style back-ups are used to back-up an opening required style. For example,
let's say you have a style that requires a block. You hit that hotkey first, then back it up with another style. If you do not block, the game will then
switch to your back up style and use it. I find it best to back up opening required styles with no opening styles that way at least one goes off. If
you choose to back up the opening required style with another opening required style and neither opening happens you are then left with a failed style
which uses endurance but hits as if you had used no style at all.
-SITE CHANGE: I've added a tools section to the site. there you will find direct links to the character builder and the Emblem Preveiwer from Catacombs
,the Realm Skill Configurer, a program for offline character planning, A Realm Skill calculator and a Stat calculator. Enjoy!
-I am also adding a link to the realm skill descriptions on the links page soon.
-Lastly, look for a change to this site soon! More info to come.
-Vidi
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News-April 23, 2002- Realm Rank Abilities announced!!!
OH...MY...GOD!
yes, it's true. the new abilities have been announced. And they ROCK!
Go HERE to read all about them. You won't be disappointed.
-Vidi
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News-April 16, 2002- New guild site links added
I added links to several other guild sites in our links area. If you know of a guild site that you want added either post
the link in the forum, or email me at Cybrrgeek@yahoo.com with the link.
-Vidi
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News-April 13,2002-Several new things.
ITEM-Ever wonder where your skald stands in the realm war against all the other skalds on Gawaine?
Well now you can find out. Ive added a link to the site on our links page. Check it out.
ITEM-Want to know who has control of Darkness falls without logging in?
Mythic has added a banner on the keep status page of each server to show who currently holds the entrance.
Just scroll down the page and you can't miss it.
ITEM-PvP server rules announced!
Here is what we know so far:
1) No Realm affiliations. Players are free to join groups, guilds and alliances
with any member of any other Realm. Players of all races can communicate freely
with one another.
2) Wide open PvP. Any player can attack any other
player that is not in their group, guild, or alliance.
3) Players will
get experience for killing other players. There will be a death penalty as well;
details on that will be released later.
4) Relics will be controlled by
Guilds/Alliances, not by Realms. Guilds/Alliances can store any Relic controlled
by them in any Outpost they control.
5) Players can shop at any store,
although they will not be able to use items that require skills they don't have.
They can, however, sell loot at any store.
6) Travel between the Realms
will be faster and easier to do.
7) Darkness Falls will be open to all
players at all times.
8) Capital Cities will be safe areas. You will be
able to exit Capital Cities to many destinations besides the current gates.
9) You will be given a small time of PvP immunity after zoning or
entering the game. You will also be given a small time of immunity after you
resurrect at a bindstone (which is obviated if you attack anyone in that time).
10) Players under 10th level have a "PvP" flag that can be permanently
removed at any time - if the flag is set, you cannot attack other players or be
attacked while in your Realm's home zones.
ITEM-Lastly, Mythic posted an essay on MoB behavior evetryone should be aware of.
“One of the lesser-known features of some of our monsters is the engage radius.
This is a radius defined on a case-by-case basis with specific monsters that we
want to keep within an area. For example, the dragons have an engage radius that
pretty much encompasses their lairs. If not out on patrol, they will stay within
their lair and cannot be pulled from there.
You can often get the
monster in question right to the edge of that radius. However, if you a standing
even one step outside that radius, the monster will begin to "dodge your blow"
(both for ranged and melee attacks). Your character’s body must be inside that
radius for the dodging to stop. This is there to prevent people from abusing the
fact that the monster cannot physically get to them. Also, most monsters with an
engage radius set will have some sort of ranged attack (spells, breath weapon,
etc.) that they will use if everyone they were fighting has left the area. The
ranged attack is also there to minimize abuse of the system.
The
reasoning for giving some monsters these radii vary. For example, one of the
newest creatures, Legion, will not go much farther than the bottom of his steps.
We limited him to this distance mostly because of his size, and we wanted to
keep him away from the pillars that are in his room.
There are currently
a couple of minor items that have cropped up relating to the engage radius that
may have caused some confusion to players. Those items are:
1. Some
forces are able to get a monster such that its back is up against the engage
radius. When in this position, a large monster may try to adjust its melee
distance against those who are too close by taking a couple steps backwards. In
doing this, it is slowly pushed out of its engage radius (which is defined by
its spawn point). If the monster gets pushed all the way out of that radius, it
will dodge everything. The programmers are looking in to this. In the meantime,
if you know a monster you are fighting has an engage radius, try to keep it in
the center of its area, if possible. 2. There are a few monsters/npcs, such
as the RvR gatekeepers, are not meant to be killed. These monsters will also
give you “monsterX swifly dodges your blow” as a message. It is very similar to
the message you receive with the engage radius monsters. We will change this
message to make it less confusing to players.”
-Vidi
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News-April 04, 2002-Darkness Falls SCREENSHOTS!
I snuck into darkness Falls today on Pendragon and took a very short look around. Level 2 rogues wont last long there.
Go HERE to see the screens.
-Vidi
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News-April 04, 2002-A few site changes.
Some minor changes to report.
- It seemed unimportant to maintain a membership page when Mythic was doing it for us ( and better I might add ) so I deleted our
membership page and moved the Herald Hog page to its place. From now on, the Membership link will take us directly to our Herald
Guildpage.
- Redid the links page with more description of what each site offers. Please take the time to visit each of these sites yourselves
as these sites have taught me ALOT. If you have a favorite DAoC site thats not currently listed, feel free to post a link on the
forum and Ill try to add it to our link page soon.
-Vidi
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News-April 2, 2002- 1.49 Patch notes-Darkness Falls is coming!
NEW THINGS AND BUG FIXES
- Groups now get more Realm Points when killing
other players. A full group of 8 people gets a 100% bonus - 12.5% per person in
the group.
- The range that Realm Points are awarded for group members
has been doubled from 4000 to 8000 units.
- When forming a guild or
purchasing/changing an emblem, the group leader's cash display is now updated
properly.
- Guild promotion/demotion now shows immediately on the
player's interface. Previously, it was not updated until the player logged off
and back on.
- Changes to rank titles now show up in the listing.
- Monsters will no longer become "unrooted" when the
character casting the root is healed by another player.
- You can now
change your guild's emblem one time only. It costs 100 gold.
- Very long
falls in a dungeon now result in a player's immediate death.
- You can
now raise above 1000 in your tradeskills.
- You now see a message when
using an item.
- You can no longer cast charm on other players.
SPELL SYSTEM CHANGES
We have gone through all spells and
graphical spell effects to make them consistent and more easily identifiable.
Please note that these changes are in appearance only - the actual effectiveness
of the spells have not been changed, just their icons and graphics. Because of
this, you will notice that the graphical effects and/or icons for your spells
may have changed. We realize that this change will cause some confusion, but
it's much more consistent than it was previously, and you'll be able to identify
all spells on sight.
DARKNESS FALLS
A new dungeon makes
its debut in this version of Dark Age of Camelot: the subterranean land of the
infernal known as Darkness Falls. Populated by Demons, Imps, and other hellish
creatures, Darkness Falls is an immense sprawling underground kingdom dominated
by the arch-demon Legion.
Accessing Darkness Falls
Any
character brave (or foolish) enough to want to explore Darkness Falls will have
to find one of the portals that have been put in each Realm's home zone.
Additionally, there are portals in each Realm's Relic Keeps. Please note that
Darkness Falls is attuned to the power of each Realm - only those members of the
Realm that hold more territory than the others are allowed entry. In order to
activate your Realm's portal, your Realm must hold more frontier keeps
(Outposts) than either of the other two Realms.
PLEASE NOTE THAT FOR
TESTING ON PENDRAGON, HOME ZONE PORTALS CAN ACCESS DARKNESS FALLS WITHOUT REGARD
TO FRONTIER KEEP STATUS. This is to ensure that the dungeon is tested. When
Darkness Falls goes to the live servers, the keep requirement will be
reinstated. To test frontier keep effect on the portals, use the portals located
in the Relic Keeps (which are affected by frontier keep status).
Please
note that you can only use portals located in your Realm, not an enemy Realm.
In the dungeon there are several different exits that take you different
places based on your realm.
Each realm has a wing in which they enter
the dungeon, Near each entrance (a couple rooms away) is an exit that will take
the 'home' realm to back to their home region, but will take 'enemies' to their
portal keep in the opposing frontier. Thus, a Midgard player going through
Albion's exit portal will end up in Hadrian's Wall in the Midgard portal keep,
while an Albion player going through Albion's exit will end up near the dungeon
entrance portal in Camelot Hills.
Darkness Falls has many sub-bosses in
addition to Legion, the main boss of the dungeon. Each boss encounter has an
exit portal nearby that takes each realm to their home zone.
Near the
center of the dungeon (near the transition to the lower level) is a portal that
takes each realm to their home zone.
When you are in Darkness Falls and
another Realm takes control of the portals, you can stay in the underworld until
you exit (via a portal) or /release on death. This means that while adventuring
in Darkness Falls, please be aware that you will probably run into members of
opposing Realms. RvR combat is fully supported in the underworld, so beware.
When portal control changes from one Realm to another, those members of the
original Realm that had control are still able to adventure throughout Darkness
Falls, so long as they don't release on death. As long as they are ressurected
on death by a friendly healer-type that is with them, they can stay in Darkness
Falls for as long as they want.
The Political Situation in
Darkness Falls
The demons residing within Darkness Falls adhere to a
strict structural hierarchy that is based on the power of the demon. The most
powerful of the demons have titles and underlings who serve them. Of all the
demons in the Darkness Falls, no group is physically weaker or smaller than the
Picullus Imps. Because they are so small and weak, the larger, nastier demons
take pleasure in harassing them or make them do menial labor. Like small fish
that live in the sea, the Picullus Imps have learned to survive by gathering
together around their siblings and relatives and hiding out as far away from the
big demons as they can.
While they may be small and weak, the Picullus
have learned to use their small size to their advantage, perfecting the art of
sneaking and infiltrating. Since they are unable to fight back against the large
demons physically, they have found other ways to extract their revenge…by
stealing away anything and everything they can from the big demons. Fortunately
for them, the demons never even think that the imps are clever enough (or brave
enough) to try something so foolish as to raid the demons’ hordes.
The
imps never use anything that they steal, and unfortunately for them, the one
thing that they covet above all else is something they cannot get on their own.
Each demon possesses a seal, a center of focus that is a part of the demon.
There are different types of seals, which are determined by the power of the
demons. The seals are shiny, and the shinier they are, the more they are desired
by the imps. The unfortunate part is that they can only be obtained upon the
death of a demon, something the imps are incapable of doing.
Unlike most
demons, the imps do not dislike humanity. In fact, they tend to like just about
anyone who won’t hurt them. The Picullus Imps have learned to obtain that which
they covet by offering up their stolen goods to those who would kill the greater
demons and bring back their seals. The different types of seals carry different
value in the eyes of the imps, and the imps will barter for them like money. So
by accumulating a lot of seals, one could potentially acquire many items of
value.
Darkness Falls Loot System
Darkness Falls uses a
different set of rules for the acquisition of loot. The common denizens of this
dungeon drop magic items but they are not the ones you usually see. There are
various types of jewel-like seals that can be found. You will likely find more
of them on the powerful demons and lords.
There are imps that want the
seals. The stealthy imps have stolen a lot of treasure from the demons and will
offer it in return for the different types of magical seals. The imps could not
steal the seals from the powerful demons in the dungeon, and will gladly trade
you their items for your seals.
When trading, seals are deducted from
your inventory as you barter with the imps. Different imps want different magic
seals so check with all of them. When you speak with the imp he will tell you
what type of magical seal he wants. Any items from that imp will require the
correct type of seal. There is a value next to each item in the store window,
which is its cost in seals.
Note: this method allows for very even loot
distribution in groups, but keep in mind you cannot unstack items, so be careful
when you decide to stack them.
WORLD NOTES
Albion World:
Mootang should no longer be displayed as "the Mootang".
Lyonesse: The pygmy goblin sapper and bombardier were correctly set up
as uncharmable, and now they are now properly displaying as uncharmable
humanoids.
Basilisks and cockatrices will now have a stun-like ability.
They were trying to use an ability that had no effect on players previously.
Golestandt's allies will heal less frequently.
Midgard
World:
Vanern and Muspelheim: You will no longer need to be right on top
of the Jotuns in Vanern or the Fire Giants in Muspelheim to hit them.
Vanern: Reduced the Hagbui’s defensive abilities and hit points to
balance their improved spell powers and special abilities.
Vanern:
Mokkurvalve’s shards will now be slightly aggressive.
Gotar: The crabs
on the beaches should no longer be "too far away to attack" upon spawning.
Gjalpinulva's allies will heal less frequently.
Hibernia
World:
Cuuldurach's allies will heal less frequently.
There were
certain conditions where a some monsters in Keltoi dungeon would not respawn.
Now they will respawn slowly under those conditions (as opposed to not at all).
The monsters in Muire Tomb should now be correctly displaying their
adjectives. "a mummy hag" vs. "mummy hag"
Quests:
Midgard: A
new troll named Trustan has moved into Huginfell from Myrkwood. He fled in a
hurry to due problems with the arachites, svartalfs, and werewolves and could
use some help with a few problems he is still having. He and his friend Atzar
know quite a bit about the three groups and are willing to share their
information.
Albion: Although the rumors have been denied by some,
it is said that Lieutenant Kuebler in Castle Sauvage is having trouble with the
fellwoods of Forest Sauvage.
Albion: Sister Rhigwyn of the Church of
Albion is looking for strong, brave citizens to assist her in recovering a lost
artifact of the Church. She has been praying for assistance in the church in
Camelot.
Albion: Master Kless of Cotswold Village is seeking someone to
help the Academy with a problem it has encountered recently.
Hibernia:
The unseelie court has plagued the natives of Hibernia for many years. Some feel
it is in their best interest to remain impartial to them. Many try not to cross
their path at all. Some even hope to ally themselves with the unseelie court,
since they are such a great power. Few know the truth, or the reasons, the
unseelie court remains in Hibernia. But players seeking to find knowledge would
be wise to seek out their filidh, for some residents of Hibernia have taken it
upon themselves to study the unseelie court; others have taken it upon
themselves to help rid the land of the unseelie court, seeking assistance from
more powerful adventurers; still others simply wish to share their knowledge of
the unseelie court, for the small price of a favor.
Frontier Changes
The frontier keep guards at the relic keeps have gone through an
overhaul - most have been reassigned to stationary posts and greater numbers now
man the keeps.
Arkavr Faste should no longer have a blank Albion guild
banner when owned by other realms.
The guard patrols from the frontier
keeps have returned to their old aggressive ways.
CRAFTING SYSTEM
NOTES
Albion
- Changed Hand Axe Blade to Hand Axe Head -
Change War Axe Blade to War Axe Head
Midgard
- Changed War
Cleaver and War Cleaver head skill to be in line with War Cleaver Haft skill
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Removed the basic Blunt Arrows from being able to be picked in a
consignment, again.
- Dwarven Short Sword hilt recipe icon now the
correct icon
- Dwarven Great Sword blade recipe icon now the correct
icon
Hibernia
- Changed Pick Hammer Haft skill to be in line
with Pick Hammer and Pick Hammer Head
- Changed Torsion Cable
leatherworking sub-skill to be correct minimum
- Fixed an issue with
leatherworking being tagged as a sub-skill needed for the Sledge Hammer, Pick
Hammer, and Hooked Spear
- Staff and Shod Staff recipe icons now the
correct icons
Fletching
- Added Crossbows for Albion
- Added Instruments for Albion and Hibernia
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News-March 26, 2002-Site changes.
Over the next week, the website will be undergoing major changes. I'm hoping to find the right layout that will allow
maximum growth of the information stored on the site.
Links have been moved to their own page and I am currently looking for more links to add. If you have a few favorite
DAoC links that are not currently listed on the page, please post them on the forums and I'll add them as soon as possible
-Vidi
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News-March 22, 2002-HOUSES! and more.
Info on houses is out! Here's what we know:
Mark announced that Guild Housing would be available to you all by now;
obviously it isn't. We decided that we wanted to add many more new nifty
features to Guild Housing than were previously planned, which takes longer to
implement and test. We will keep you updated
We're adding on to the original design with the following items:
- four house options instead of three, and more house locations per Realm.
- When you right click on a house you'll get information about who owns it, what size it is, whether you
can enter it or not. You'll be able to set options on the house to specify if
anyone can enter it, a specific list of friends, just your guildmates, etc.
- Houses will be able to be customized by trim color, roof type and
color, and material (wood, stone, etc.) You'll be able to add guild banners,
guild shields and emblems (on the door) to the house as well.
- Houses will have "levels" (1 - 4), with the higher levels costing more money to
maintain. Depending on the level of the house, you'll be able to add upgrades
such as porches, vaults, tapestries, carpets, smiths, enchanters, healers,
rechargers, Consignment Merchants (to sell items for crafter players).
- the interior of houses will support hooks to hang weapons and objects on the
wall (depending on house size), as well as support furniture such as tables and
chairs.
- You'll also be able to upgrade a house with a bindstone,
crafting tools (forge, lathe, loom, etc.) and a chest for guild storage.
More content is coming as well. new armor types, a HUGE new dungeon, new level 50 quests,
and more. Read about it here and SEE it here
-Vidi
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News-March 19, 2002-Patch 1.48 scheduled for release today
This is a BIG article hehe. Please read it carefully.
Patch 1.48 will go live on the servers at 8 a.m. eastern time today. tyhe most important changes will be the addition of
two new restricted RvR zones and the deletion of Boutny point accumulation in the Battlegrounds.
This is from the Herald:
NEW BATTLEFIELD ZONES
We have added two new restricted RvR battlefield
zones, which brings the total number of Battlefields up to 3. Each is restricted
by level.
The lowest is for levels 20-24, the second for levels 25-29, and the
third is for levels 30-35. The intent of these battlefields is to provide a
training ground where lower-level characters can practice and learn RvR tactics
without having to worry about higher-level players maurading them. Each
Battlefield has been configured to allow each player approximately 100 enemy
"kills" before you will no longer be allowed to port there.
The
Battlefields:
- Caledonia - levels 30 - 35, Realm rank 1, Realm level up
to 9
- Murdaigean - levels 25 - 29, Realm rank 1, Realm level up to 5
- Thidranki - levels 20 - 24, Realm rank 1, Realm level up to 3
The medallion merchant's speech has been updated to reflect the changes
within the Battlegrounds. Should you have questions on the function of the
portals or which battleground your level/realm rank can travel to, please seek
him out.
Also added, Webdisplay options!
All you crafters out there have a choice of displaying your skills on the Hog Herld guildpage. The default setting is undisplayed.
You can change it to allow your name to be displayed by typing in /webdisplay trades
Other important changes to note:
- High level poison damages have been increased. Assassin characters should see
an increase in their poison damages.
- There is now a timer on how often you can /say and /yell, twice per second for
/say and once per second for /yell. You should only notice this if you are using
a macro.
- "Camp bonuses" have been substantially upped in dungeons. Now camp bonuses in
dungeons are, on average, 20% higher than outside camp bonuses.
- Characters can now have 16 total buffs on them at any one time. Previously,
they could have 20; now the "extra" 4 buff slots are reserved for
debuffs/poisons/dots and other "enemy" effects.
- You can no longer fire arrows or cast spells through the terrain - such as
"underneath" through a hill into a keep.
- Previously, Guild Emblems were displaying backwards on all shields. This has
been fixed.
- The drop rates for epic monsters in Raumarik has been substantially increased. Happy hunting!
Thats ALOT of stuiff and not even half of it.
IMPORTANT: The RvR damage reduction is NOT going live with this patch. Mythic has decided to continue
to test it rather than go live with it. You should NOT see a reduction in RvR damage at this time.
-Vidi
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News-March 19, 2002-Congratulations!
As of this morning, HoG is ranked 42 over all. Now we were all out last night so I expect us to move up a little
more as well once last nights numbers are added. We were 46 just a few days ago. You guys really came through
over the last few days. Take a moment and feel proud about your accomplishment.
Our next goal should be getting all our level 30 to 35 characters into the 40s. Once a character has reached
level 46 there will be no purple cons on the frontier at all. At that point, you can compete with ANYONE
( practically ) out on the frontier and then we can start to farm more bounty points and enjoy that aspect of
the game even further.
-Vidi
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News-March 15, 2002-GRATS! Two members make good!
Two of our guild members have done so well in the realm rankings they deserve mention.
Kytell Sabien and
Gicod Grossenhammer both made the top 25 realm points
earners last week for their classes!!! Grats to both of them for their hard work and their dedication to getting the guild the points it needs to
meet our goals.
A special mention goes out to Droma Ryn, who missed making the list for Berzerkers by a mere 31 points. That's just one kill more this week, Droma.
Gicod deserves another mention as he is now ranked 25 amoung ALL warriors in our realm!!! Wow, his head is gonna be uberbig now.
This is a new feature on the Herald and I'm proud that HoG was represented in this. Let's all get out there and see if we
can't fill those lists full of HoGs.
-Vidi
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-Vidi
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