Istaria: Community

 Explore Istaria
    About Istaria
    Istaria FAQ
    Lore and Stories
    Movies
    Screen Shots
    Istarian Timeline
    Credits

 Support
    Account Mgmt
    Server Status
    Knowledge Base
    Game Policies
    Contact Support

 Join Istaria
    Free Download
    Military Program
    Access Types

 Community
    Forums
    Discord Chat
    Character Builder
    Istaria Lexica
    Istaria Reference
    Links
    Player Art
    Downloads
    Player Fiction

 Social
    Facebook
    Instagram
    Twitter Official
    Twitter Stories

 News
    Home
    In The News
    Game Updates
    News Archives
    Event Calendar

 Herald Reports
    Blight
    Chaos
    Order
    Unity
    Withered Aegis

 Other
    Consigners
    RSS Feed

 Player Gallery
    Chaos
    Order
    Unity
    Blight
Herald Reports: Chaos Chaos Herald Issue #14 AamerKhan
April 12, 2005
   THE CHAOS HERALD

WHERE FOR ART THOU EOB?
 
   If you are a confectioner, your familiar with Essence Of Blight, a key component of Ambrosia,  and one of the rarest resources in Istaria. Since we are in a quiet period in the war with the WA, now is the time to concern ourselves with this most valuable resource, as we will soon be in need of much larger quantities of Ambrosia.

   You may have found it when mining areas where the anchors were, but lately its become very hard to get. The only know spot to find it is in the Tazoon crater. Even though thats an easy spot to reach and there are no mobs to worry about, the job of collecting it is unusually tedious.

    I'm an accomplished miner, and even with my skills, I only run across EOB's once in 2000 - 4000 slabs of blighted sandstone. I have checked with the Istarian Miners Federation, and they verify those numbers. It seems according to their records, that level or skill plays no part in finding EOB. For the most part, it's just the fickle hand of luck that determines if you will get any.

   I would like any that have discovered new locations to get EOB's to let me know, so I can pass this information on to the IMF, and to all confectioners.

IT'S SUMMER TOURIST SEASON AGAIN!
 
   Every spring, harkens new beginnings for all in Istaria. As the days get warmer, and longer, many busy themselves with new projects with renewed vigor. But on of the things we have not seen in a few seasons now, is much of a tourist trade. Yes, we have friends visit us from time to time, but never the steady flow of newly gifted as we are seeing this season!

   From many distant lands, we are seeing everything from sightseeing tours, to folks escaping the great plagues on the other worlds outside of istaria, to those looking to settle down somewhere in our fair land. We even now, see some gifted we thought had left our world returning from adventuring on other worlds, with interesting stories to tell.

   With all this flurry of activity, what can you do to help receive this influx of new friends? Well, for starters, realize many do not know of all the changes that have taken place that have reshaped our lands. They will have to be taught the dangers and delights. Many will be expecting our land to be like the one where they came from, so perhaps a kind hand in getting started is in order? One thing is certain, as the days grow long, and summer arrives, we will have many more among us that need assistance.

   So, dust of your swords and hammers, get your houses, taverns and shops in order. Freely roam the land, and search out these new arrivals. Help them learn the wonders Istaria has to offer, and when they decide to settle down, ( and many will ) be there to assist them with guilds, housing, gear, or training. The battles ahead require many souls to succeed, and the more that settle in our lands the better.

Let's turn Tourists into settlers!

WEREWOLF TUNNEL COMPLETED!
 
   The mighty crafter of Istaria showed once more, why the WA fear and loath us! In a magnificent show of unity, guilds and individuals from all over came together to complete this new community project!. There are conflicting reports on the amount of time it took, and even though the portal was not active yet, one thing is certain, a grand time was had by all.

   A few highlights to Illustrate:

   All through the day, many were busy mining away on the metal resources needed for this tunnel. At first the going was a bit slow, as word of the project had not reached all the crafters. But as more and more heard the call, the work crews quickly filled up.

   Metal and stone work seems to have been the focus at the start, and progress was very steady. Enchanters too got involved and worked tirelessly to harvest essence and apply orbs.
   Much later in the day the wood workers began in ernest, and much like the metal workers, progress was slow but steady. Many of the choice fields were in danger of being depleated, so crafter spread out all over to collect what was needed. At one point it looked like they would actually empty Elmnic, the gathering was so hectic!

   Regardless of guild politics or differences, everyone banded together as one highly skilled body to finish this project in record time! It proves beyond doubt, that when called upon, the gifted are willing to forget any petty squabbles and shoulder to shoulder, work together to ensure our future!

Since there were so many different ones to thank, let me say ... WELL DONE! to us all!

______________________________________

EDITORIALS
______________________________________
( all views expressed here do not necessarily reflect those of the Herald or the Managment )


______________________________________

GUILD SPOTLIGHT
______________________________________

This issue I would like to spotlight one of our larger guilds, to get som insights on what its like for a larger guild and help newer guild leader learn what they can do to run a successful guild.
So I  ran down to Tavu to talk with Rhyssa Serrano, Guild Leader of  The Alliance. They had just purchased the Tavu community, and I was interested to see how things were going.

We found a comfortable spot close to the shoreline, and as we watched schools of fish dart about below us, I asked Rhyssa the questions I hoped would reveal good lessons for all new Guildleaders...


1.   Why did you start your guild?

Our guild was formed by the merging of 3 older guilds from Bounty; Order of Ancients, Fellowship of Ancients and Rising Phoenix.  The 3 guilds had been in an alliance together since several months before the server merge, so we go back a long way. All had all lost members to WoW and EQ2 and none wanted our guilds to just fade away.

2.   What is your guilds Mission statement?

Our statement reads "Your mission, should you choose to accept it, is...........darn, it self-destructed before I finished reading it"
Our guild's actual mission is to have fun and to help others have fun.

3.   What draws members to your guild?

Potential members are invited into CGOA, which is our guild chat channel. There's usually an even mix of helpful discussion and friendly teasing, with lots of laughing. People enjoy being in there and and this makes them want to be part of our guild.

4.   How has your guild changed since it was started?

It's grown! We officially started the new guild on January 1st (a new year seemed like a good time for a new beginning) and since then we've more than tripled in size. With the huge growth, we no longer all know each other so well. As GM, I try to at least get to know all new members a little, but lately that hasn't happened. We recently purchased Tavu and things have been very hectic since then, hopefully things will start to calm down now that the main guild buildings are done.

5.   What has your guild been involved with in the community?

Pre-merge, (both server and guild) I think we've had at least one member involved in every event since the game started, whether it's repelling an invasion, killing anchors, building a bridge or freeing a race. More recently though, we completely missed the building of the new bridge - it was finished very quickly while we were all working on Tavu. Our main contribution to the community is in the form of help to new players, whether with information, making items they need or putting things on the Training Island consigners. The last one has gone by the wayside for the last week or two, but as I said, things will get back to normal soon.

6.   Where do you feel your guild is heading now, and how will you get there?

We want to make Tavu a place that's useful to the whole community, not just our guild. Building has started on a jm level workshop for every craft except Tinker (we're waiting for a couple of plots still held by previous owners, one of those will have a tinkers shop on it) as well as a T5 pawnbroker. Eventually we'll have an open consigner as well, at the moment other buildings have priority though. Tavu is one of the 'gateway' portals, that leads to other guild plots and is accessible from Mahagra; we want it to be a useful and pleasant place to pass through.


7.   What are some things you would tell other players just starting a guild today?

With all the hard work that goes into building up guild properties, it's important to know your members well before you extend full trust to them. If you give members plots, you need to be sure you can trust them to respect your wishes. Once a member is given ownership of a plot, they can easily leave your guild and keep the plot. Even items on the plot could be sold or buildings changed. So, please take time to get to know them before entrusting them with guild resources.

8.   Where can someone go, to learn more about your guild?

Our guild has a website, http://The-Alliance.cjb.net It tells you about our guild, as well as having some useful links and information for new players.

______________________________________

A CITIZENS VIEW
______________________________________

Crystal Power
By Klaus Wulfenbach

Know, O wise and curious Reader, that consumable crystals may yet be gleaned from the battlefields and wastelands of Istaria.  Know, O right-thinking and clear-minded Reader, that some among the Gifted lust after thy hard-won Coin, and do place such prices upon their offerings as would drive all and sundry to beggardom.  Learn now, O Reader, of the gleaning of crystals, and rebuke these miserly Gifted with a firm and upright hand.

The sources of these coveted crystals number four, yet I will speak of two only.  The places I will not speak of are sacred to the Rites of Dragons; making sport there is unseemly.

Learn now of the Ruined Observatory, a place of Blight far to the south of Dalimond, and yet west.  By dragon wing it is a short flight south by south-east from the beaches of Sslanis; those not so free to move will find brisk run in order.  From Bristugo travel south, or from Heart south to the lands claimed by the wood golems, and thence west.  Look, O cunning and prepared Reader, upon the Map of the Land, and see how the land is shown rising in a great spiral.  Upon this mound resets the great Observatory itself, tragic and ruined.  This fallen Seat of Learning is the heart of the Blight miasma, and to it you must go.

The base of the great mound is populated by automatons and their risen creators.  Know, O perceptive Reader, that these foes are too strong to be met with bronze; only those wielding iron or better will win the day, save they band together.  Brother Spiritist, Sister Reaver, pray attend!  These automatons are soulless.  The Magicks of Spirit and the Blade Ethereal harm them in no wise, yet will they vex you right well in return.

These automatons and their risen creators are the foes you seek.  They carry not only the vaunted crystals, but hoard of silver for feeding the might of Dragons.  Mark well, for a few carry also clues to send those fortunate enough to claim them questing for hidden caches scattered throughout the land. These caches are greatly prized by those who seek crystal bounty.  The crystals they contain are most often of great power, far greater than those found on the automatons themselves.  Finding the caches is largely child’s play, save for one, which lies in the swamplands far south of Harro, in which roam many dire creatures.  The other three are unguarded and may be discovered with little effort.

Learn now of Old Rachival, City of Gnomes.  Between Aughendell and Morning Light it lies, and the road to it is often thick with shadow spiders.  Automatons and stronger undead roam the Blighted ruins; bear steel when confronting them if you would live.  In the great ruined dome at the heart of the city may be found Project X, an automaton of great might, and his ghostly attendants.  On either end of this plaza, roadways ascend to the topmost level of the city.  Here may be found the strongest automatons and a number of Deathly Ogres.  From them may be gleaned crystals, items of Learning, and hoard of gold.  Deathly Ogres are mighty; seek them out, O prudent Reader, if you are near to taking up arms of cobalt, or stronger yet.

This teaching is done; but not the learning, and to our own roads we each go.  May your road bring you health, wealth, and victory.


______________________________________

CRAFTERS CORNER
______________________________________

Arcane majiks used to change dye colors
by Derwood Smallberries, mighty Dryad reporter

   Some dragon are just plain crazy! I was darting through Kion the other day and saw a lizard with the most unusual attire. He was wearing an oddly colored set of leather armors, all pink and blue and yellow. I must say I had to us dryad dazzle just to tone it down! However, it did make me curious where he got such, um... BRIGHT... colors. All he would say was goto the observitory to find out.

   So, I flew out there. Making it to the top of the spiral, what did I find but that crazy dragon Blue-Hasia! He was busy running to and fro, whipping up multicolored potions and smearing them all over ethereal tablets. "It works!" he shouted. "What does ya old coot?" I asked... "Well, you see I was reading one of these old tablets and found a reference to how the ancient dyes were made centuries ago. It seems that with the use of certain majiks, an alchemist long ago was able to change the appearance of dyes from what they normally look like. I have been following the recipes and so far, they all work! The only trouble I have found is that to SEE the changes everyone needs to have a perticular incantation chanted upon them. But, that a small price to pay for such wonderous colors as these!"

   At first he was reluctant to reveal this incantation, but after a bit of fermented ambrosia and some fancy tall tails, he mumbled the page number in the tablet where it was found. So for any that wish to see these new colors... recite this incantation...
 

   As he fell asleep,  I snagged some dyes and flew away.

   Humm... red and gold... very nice!


About Istarian Nodes
by Guinness McInnis, Master Tailor

While slaving away in the fields, with nodes all around me, I often have nothing better to do than ponder.  What are the properties of the nodes all around me?  In my experience, I would guess that the nodes of our great land yield between 800 and 1400 bulk of that particular resource.  This leads to 2 important properties of our nodes: 1)they are not created in a fully developed state, but rather improve over time and 2)nodes hold a fixed amount of bulk, so a node will yield more total units of the lighter resources such as bark, sap, and gems.  Point number one better explained means that freshly created nodes will have fewer total units than one that has been sitting in the field for awhile untouched.

Secondly, while it may not be apparent to some, one of the biggest reasons for moving to the new worlds was simply the existance better quality nodes.  The relms of Chaos, Order, and Unity all have nodes which are so plentiful they were termed 'rich' or 'mother lode' by the Istarian Crafting Board.  Nodes shall be known as 'rich' if they are capable of holding approximately 3 times what a regular nodes does.  Secondly, nodes shall be known as motherlodes if they are capable of holding in excess of 40000 bulk (roughly 10 times what a rich node holds).  Rich nodes seem to spawn randomly and I have yet to determine much about their behaviour.  Mother lodes type nodes are a bit easier to figure out.  There is a maximum of one mother lode per field and it exists all the time; as soon as it has been fully harvested another one will spawn in a random location within that field.  For anyone curious, this is easiest to see in the topaz field outside of Kirasanct, due to its small size.  These more fertile nodes serve to better aid the gifted in the war against the Withered Aegis.

As a final qualifier, the numbers presented are valid for any crafter who is optimum in harvesting that type of resource.  If you are less than optimum, a percentage of the total bulk will be wasted due to your lack of skill.  I also stress that this is simply my experience and I welcome any comments on the subject - be they in agreement or disagreement.

Happy Crafting!

The Secret to Advancement
As told by Guinness McInnis, Master Tailor
( These suggestions apply primarily to tools/weapons/armors )

   Some time ago, I heard a rumour that seemed contradictory to the accepted means of enhancing one's skills.  The generally accepted practice for improving my crafting skills is continually making the hardest item in which I feel my skills are optimal at. This is what is taught to all novice crafters by their trainers, and the officially accepted process adopted by the Istarian Crafting Board of Standards.

What I had heard was that this is actually not true, and that resource usage should also be considered as well. That if a crafter would deconstruct a tool or weapon, and calculate how many bars were used total, that often, the lowest rated tool would gain the greatest experience for the resources used!

Not long after, I headed for the obsidian fields with my stone chisel in hand, ready to test things out.  Much to my surprise, I found my skills increased more for making and deconstrucing a disk full obsidian essense siphons, than for making obsidian essense structurers.  More recently, I tested this theory out as a weaponsmith. Even with metalworking skills of 980, I still found my skills increased more for a diskload of mithril bars spent on mining picks, than fitting hammers.

While this "secret" has been common knowledge to many folks for quite some time, I felt the importance of making it public, since many crafting schools can gain experience by making tools. 

So, to make it simple for the newly gifted ones,  tools that require a skill of 200, 400, 600, and 800 will provide the best experience gains per tier, at any skill. There is one exception to this, which you may spot with careful eyes.  As a general rule, a wise crafter will check the  experience they are gaining as they move up from Beginner to Journeyman, and should be well equipped to assist in the effort to defeat the WA by the time they reach Expert status as a crafter. 

______________________________________

Tavern Talk

Back to the Battlefield

Spread the Word


Istaria Gear


Customer Support


Download Istaria


Military Program


Unity Transfer


Istaria.com