Erimal

Distances

If you had the appropriate neck, you can get most non-raid zones within 2 or 3 zones of the zone you neck to. So I compiled a quick list of how far the farthest zones are from places you can neck to. I may have missed some shorter routes. Before that, though, is a list of gate items I didn't include.

DOES NOT USE:

Any deity neck.
Amulet of the Cult Voice (Newport Sewers, NEC only)
Book of the Archmagi (North Badlands, int caster only)
Redsun Girdle (Red Sun Peaks)
Swirling Portal Staff (Faentharc Woods, WIZ only)

3 Zones Away----------------

Blackburrow
Catacombs of Elthannar
Cyrtho Malath
East Badlands
Everchill Caverns
Halas
Halls of Misery
Hate's Fury, The Scorned Maiden
Highkeep
Kedge Keep
Keep of Mielech
Mistwoods
North Kaladim
Red Sun Peaks
Ruins of Nagthilian A
South Badlands
Surefall Glade
The Arena
The Deepshade
The Grand Library
West Badlands

4 Zones Away----------------

Fire Grotto
Heartland Plateau
Lair of Paw
Mielech's Lair
North Badlands
Red Sun Mines
Ruins of Nagthilian B
Shrouded Isle
Tunnels of Lasanth
Valley of Erimal
West Freeport

5 Zones Away----------------

Emberflow Caverns
Heartland Undercaverns
North Freeport
Ruins of First City
Ruins of Nagthilian C
The Warrens

6 Zones Away or More------

Nothing!

------------------------------------

This should be a good jumping off point for deciding on something like the usefulness of new gate necks. So lemme start it!

We have eleven 4-away zones and six 5-away zones. There are some specific zones that would greatly benefit from a gate neck and largely demote the 4-away and 5-away zones to at most 3-away zones.

(1) Including the Redsun Girdle (or some other Red Sun Peaks port) would demote Emberflow Caverns, Fire Grotto, Red Sun Mines, Tunnels of Lasanth, and West Freeport to 3-away or less. North Freeport and Ruins of Nagthilian C would become 4-away zones.

(2) Either an Erimal or an Erudin neck would demote Ruins of First City, Shrouded Isle, The Warrens, and Valley of Erimal to 3-away or less easily. Oddly enough, this works most efficiently with Mistwoods being the port-to location.

(3) Interestingly, a North Badlands neck, however weird, would demote Heartland Plateau, Heartland Undercaverns, Lair of Paw, and North Badlands to 3-away or less.

Between all of these, there would be three 4-away zones: Mielech's Lair, North Freeport, and Ruins of Nagthilian C. Everything else is already 3-away or less from an existing gate neck or would be serviced by these 3. Considering the 3 zone nature of Freeport, Miel ABC, and Nag ABC, I don't see this as a problem. Also of note: Each of Red Sun Peaks, Mistwoods, and North Badlands (the 3 zones that I'm discussing) are directly accessible through both wizard and druid ports.

So, this brings up some questions:

(1) What would more gate necks be intended to provide the people who want them?

(2) If they are for making zones easily accessible alone, is it OK to make them go to places like NBL and RSP?

(3) Do wizard and druid ports sufficiently cover the accessibility of the more remote zones?
 
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Amulet of the Cult Voice (Newport Sewers, NEC only)
I think this port is available now to nec/sk/cleric and anyone gradalsh pledged (could be wrong about that). Not that you should include it, I just wanted to say!! (Also the cleric questline is way cool)
 
I find that there are 3 gate necks that only one really should exist: there's an oggok neck, a grobb neck and a swot neck. 3 ways of getting to stingers bog, eh? I'd be perfectly willing to give up 2/3 of these necks, just so I have a way of getting to the erudin island without having to use MoP, a wizard or druid, or a boat. You can get to any other island from gate items (ikisith: refugee/murk items, faydwer: athica/kelethin neck, mainland: SNP neck, RV neck, grobb neck, oggok neck, vah neck, giant/dragon necks, thurgadin neck sadri island: sadri gate neck and rust key)

I've wondered why I have both grobb neck and vah neck, they both get me to mielech just as fast. I was curious why Oggok neck was added, other than I heard it had an instant cast. Of course, that got nerfed, thus making the gate neck a very difficult to acquire (or so i've heard) grobb or vah neck. Heck, I've wondered why any gate items get put right next to another zone, when there's already a gate item in existence in the zone directly next to it.

Solution: get rid of adjacent gate necks, and add in an erimal OR erudin gate item. Problem solved of too many gate items, without losing the ability to move from zone to zone, while giving the ability of getting to the erudin island with ease.
 
I think this port is available now to nec/sk/cleric and anyone gradalsh pledged (could be wrong about that). Not that you should include it, I just wanted to say!! (Also the cleric questline is way cool)

sks of the sewers can get a quest to get a gate shield that takes them to sewers.
 
A long list
Some Corrections:
  • Citadel and Bloodied Quarry are only 2 zones, refuge gate/neck thing.
  • Tur'Rujik, 3 zones.
  • Icewell Keep and Crystal Cavern are 1 zone thanks to Thurgadin neck.
  • Sorcerers Labyrinth is only 2 zones with the same reason.
Could also argue about pretty much everything in the north, depending on availability of DHK/SK neck.
 
Have a alt eat the newport faction hit, obtainable by everyone with access to a chanter with a troll illusion

I've heard of this and I consider it to be an exploit

in my opinion change this part of the quest to be like the Hand's Hood, where the questee needs the killing blow in order to get the head
 
I've heard of this and I consider it to be an exploit

in my opinion change this part of the quest to be like the Hand's Hood, where the questee needs the killing blow in order to get the head

Is it officially one? I'm curious since I didn't know about the troll illusion thing.

The faction hit is big, but you can go pick crops, reset faction, and toss them a handful of bladewielder ears and all is well. So you don't even need to have an alt take the hit.
 
Is it officially one? I'm curious since I didn't know about the troll illusion thing.

The faction hit is big, but you can go pick crops, reset faction, and toss them a handful of bladewielder ears and all is well. So you don't even need to have an alt take the hit.

agree with that, but how about for those already part of SC or CoI? this is the majority of people I was talking about
 
iirc the faction hit for newport doesn't even affect newport citizens or guards? As I recall it got me KoS with the warriors, but that's it. Maybe it's just because newport faction in general is ridiculously easy to get.

If you want my opinion about gate necks, it is that there are too many of them but that is okay because they are awesome. The idea of having a personal collection of gate necks that you get from doing a bunch of quests is >>>>>>> nexus/plane of knowledge/ &c from live.

Also an Erimal gate neck would be great, but it's no big deal because the gate neck system is already amazing. I have to admit that I have no idea why anyone would want a Oggok gate (vendors at night? don't they have these elsewhere?) neck, but that doesn't mean that I am not completely going to go get one, because gate necks are awesome.
 
The section of the MQ where you are running back and forth to the Heartlands is a bit annoying. This would be a good point in the MQ to introduce the idea of an Erimal gate neck that maybe you get to borrow and can eventually earn through another quest later on if an Erimal gate neck were to be introduced.
 
Now how would you have been able to do that

Well, the blackscale NPC in Grobb that gives the quest doesn't refuse to talk to me and isn't KOS to me. Not sure how it'd work if you were silver crown though, because you'd probably be KOS.
 
The NPCs that give the quest for the grobb neck aren't really on Blackscale faction I think, so they don't follow the exclusivity rule for different factions. I am pretty sure you can start it before you do the faction quests, definitely the first few quests in the neck questline start at level 15 or so. It would be dangerous for Silver Crown people to try this, because there would be a lot of KoS people around, but maybe you could do it anyway? Certainly I imagine CoI people would be able to do it.
 
The NPCs that give the quest for the grobb neck aren't really on Blackscale faction I think, so they don't follow the exclusivity rule for different factions. I am pretty sure you can start it before you do the faction quests, definitely the first few quests in the neck questline start at level 15 or so. It would be dangerous for Silver Crown people to try this, because there would be a lot of KoS people around, but maybe you could do it anyway? Certainly I imagine CoI people would be able to do it.

The mob giving the quest is actually on blackscale faction, but the quest isnt blackscale exclusive, so anyone who isn't KoS to him can do the quest.

Funnily, the quest also increases blackscale faction, to the point wher people who join the SC do not become KoS to blackscale if thes did grobb neck first.

Once you are SC though, there is no way to get grobb neck.
 
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