View Full Version : Betraying an evil class?
ivellioss
04-07-2007, 07:43 PM
I recently came back to eq2 after quitting about 2 years ago 2 or 3 months after release and I am looking at rolling an Inquisitor as my main however in terms of home cities I greatly prefer Qeynos over freeport so my question was if I were to roll something like a Dark Elf Inquisitor would I be able to betray over to qeynos or only if it was a class that was not side specific?
Calthine
04-07-2007, 08:18 PM
I believe that Inquisitor is evil-only; if you betrayed in the process you would become an equivalent good class (race notwithstanding).
Oakum
04-07-2007, 08:41 PM
Yes, you can not be an inquisitor in Qeynos. You can be an inquisitor in Haven as an exile but you will have some minor penalties like higher cost at merchants ect there if you stay there indefinitely. If you did go to Qeynos you would become a Templer.
ivellioss
04-08-2007, 12:33 AM
Alright, thank you for letting me know, also what exactly is haven?
Calthine
04-08-2007, 12:55 AM
<cite>ivellioss wrote:</cite><blockquote>Alright, thank you for letting me know, also what exactly is haven? </blockquote> Where people who have betrayed their original city but not yet earned enough faction with the opposite city hang out.
<p>Haven is the neutral city where exiles can bank and use the broker and tradeskill. Most believe it is an underground city somewhere underneath the Thundering Steppes or Nektulos Forest, but only those who are exiled are allowed to enter.</p><p>The betrayal quest has been completely redone since EQ2 started. Nowdays, it is faction based. First you do a series of quests which get you kicked out of your starting city, whatever that may be. Once you are kicked out, your faction with Qeynos, Freeport, AND Kelethin is all set to -50,000. You can use Haven as your home base, it has all the normal city amenities EXCEPT no housing. You also get the title "the Exiled" put permanently after your name, it will not be removed until you finish your betrayal quest.</p><p>At this point you can either stay an Exile or do a series of faction quests that will gain you faction with the city you want to join. You can also turn around and head straight back to the city you just left, if you want to. There's a large variety of different quests you can do and they reward different amounts of faction. Once you reach +10,000 faction with the city you want to go to, you'll be told to head to that city and meet a contact there. Then you do another short series of quests to finish off the betrayal. The very last step is to visit your class trainer. If you are a class that can't exist in the new city -- for example if you are an Inquisitor and you just moved to Qeynos or Kelethin -- then you will have to visit the Templar trainer (since templar is the opposite class of Inquisitor). The trainer will remove all your spells from your spell book, and give you a brand new set of spells for your new class, all at Apprentice I level.</p><p>If you are a neutral class that exists in both cities, you don't have to change to your opposite class but you have the option to. For example, I had a Freeport dirge who betrayed to Qeynos, but stayed a dirge. At the end, I had the option to visit either the troubadour or the dirge trainer. My spells were still removed from my spellbook and reset to App I however, even though my class didn't change.</p><p>If you are a neutral class you can also use the betrayal quest to switch to your opposite class, without changing cities. For example if you are a warlock in Freeport and you want to become a wizard in Freeport, you can betray Freeport, then turn around and earn faction to get back into Freeport, and switch over to a wizard at the last step.</p><p>Hope that clears up your questions!</p>
ivellioss
04-08-2007, 01:28 AM
Alright thank you for the help, and one last question, are guilds still working so that they are city based in terms of guild level and everything or can it share both cities and access the rewards in both?
<p>Guilds can have members from different cities and different alignments. An amount equivalent to 10% of the personal status points earned by any guild member is added to the guild's XP bar to level it up, regardless of what city the member is a citizen of. So, if I do a Heritage Quest that rewards me with 10,000 personal status points, my guild's status is increased by 1,000 points which will move the guild XP bar you see in the guild tool (U) up a little bit. If I'm a citizen of Qeynos I can buy stuff from the Qeynos City Merchant, what he will sell to me will depend on what level my guild is. I spend my own personal status points, it does not affect how much status the guild has (nothing can reduce this, nowdays). I cannot buy the items that the Freeport City Merchant sells, however, he won't sell to me because I don't have enough faction with him. Evil members in the same guild as me could buy from the Freeport City Merchant but not the Qeynos one. This means that some stuff that you can buy from the City Merchants is different depending on whether you're good or evil, though most of the main stuff is identical. I think that Kelethin and Qeynos citizens can buy from each others' City Merchants but as I don't have any Kelethin citizen characters, I am not 100% positive on this one.</p>
ivellioss
04-08-2007, 06:27 AM
Alright thanks for awnsering that question, think I finally have an ok grasp on all the issues surrounding the factions and betraying/guild with them now that have change in past two years =P.
zaun2
04-08-2007, 07:05 PM
If you are betraying from Freeport to Qeynos, you might consider betraying to Kelethin, as the faction quests seem easier, and you do not lose any supporting factions on the opposite side. Then you end up neutral to Qeynos, while ally to Kelethin. Kelethin is a nice city -- everything all in one zone, and all the guilds fairly close together, but make sure to get your Call of Ro and your Call to Splitpaw to make transportation between there and the mainland easier.
Lovori
04-08-2007, 10:25 PM
<cite>Didi wrote:</cite><blockquote><p>Haven is the neutral city where exiles can bank and use the broker and tradeskill. Most believe it is an underground city somewhere underneath the Thundering Steppes or Nektulos Forest, but only those who are exiled are allowed to enter.</p><p>The betrayal quest has been completely redone since EQ2 started. Nowdays, it is faction based. First you do a series of quests which get you kicked out of your starting city, whatever that may be. Once you are kicked out, your faction with Qeynos, Freeport, AND Kelethin is all set to -50,000. You can use Haven as your home base, it has all the normal city amenities EXCEPT no housing. You also get the title "the Exiled" put permanently after your name, it will not be removed until you finish your betrayal quest.</p><p>At this point you can either stay an Exile or do a series of faction quests that will gain you faction with the city you want to join. You can also turn around and head straight back to the city you just left, if you want to. There's a large variety of different quests you can do and they reward different amounts of faction. Once you reach +10,000 faction with the city you want to go to, you'll be told to head to that city and meet a contact there. Then you do another short series of quests to finish off the betrayal. The very last step is to visit your class trainer. If you are a class that can't exist in the new city -- for example if you are an Inquisitor and you just moved to Qeynos or Kelethin -- then you will have to visit the Templar trainer (since templar is the opposite class of Inquisitor). The trainer will remove all your spells from your spell book, and give you a brand new set of spells for your new class, all at Apprentice I level.</p><p>If you are a neutral class that exists in both cities, you don't have to change to your opposite class but you have the option to. For example, I had a Freeport dirge who betrayed to Qeynos, but stayed a dirge. At the end, I had the option to visit either the troubadour or the dirge trainer. My spells were still removed from my spellbook and reset to App I however, even though my class didn't change.</p><p>If you are a neutral class you can also use the betrayal quest to switch to your opposite class, without changing cities. For example if you are a warlock in Freeport and you want to become a wizard in Freeport, you can betray Freeport, then turn around and earn faction to get back into Freeport, and switch over to a wizard at the last step.</p><p>Hope that clears up your questions!</p><p> Ok so if I wanted to play an assasin I could be an assasin for the good city if I betray or do I have to switch to swashbuckler if I want quests from the good citys?</p></blockquote>
xOnaton1
04-08-2007, 10:38 PM
<cite>Lovorian wrote:</cite><blockquote> Ok so if I wanted to play an assasin I could be an assasin for the good city if I betray or do I have to switch to swashbuckler if I want quests from the good citys? </blockquote>If you betray as an assassin, you would become a ranger in Qeynos or Kelethin. Othesus - Dirge - Lucan DLere Vaspar - Fury - Lucan DLere
Lovori
04-08-2007, 10:41 PM
So you can only be an evil race and be good or be a good race and be evil, but nothing class wise except for switching to the good or evil side, I guess I understand why lore wise sigh.
ThE_GuN
04-09-2007, 10:03 PM
<cite>Didi wrote:</cite><blockquote><p>Guilds can have members from different cities and different alignments. An amount equivalent to 10% of the personal status points earned by any guild member is added to the guild's XP bar to level it up, regardless of what city the member is a citizen of. So, if I do a Heritage Quest that rewards me with 10,000 personal status points, my guild's status is increased by 1,000 points which will move the guild XP bar you see in the guild tool (U) up a little bit.</p></blockquote>Actualy, a quick correction to this, the amount of statues from personal status given to the guild is based on how many diffrent accounts are members of the guild, so a bigger guild would have a lower % and a smaller guild have a higher %, I'm not sure about the exact numbers tho.
DrkVsr
04-10-2007, 12:14 AM
<span style="font-size: small; color: #993300; font-family: comic sans ms,sand">Not any more ThE_GuN, the removed the partisan(?) aspect to guilds a couple months ago, now it's a flat 10% regardless how many people are in the guild</span>
Good info here. One additional question: Does betraying reset your AP?
DrkVsr
04-12-2007, 10:40 AM
<span style="font-size: small; color: #993300; font-family: comic sans ms,sand">Hmmm, good question Slaeth, but sadly not one ah can answer, although mah froggie earned about 12 or 13 AP's by the time he settled down on the cook fires in Big Bend ah can't recall for certain if he had actually used any (although thinking about it, he was using that Spinning Spear attack as a Ranger, but due to faulty memory circuits and automatic resetting of all APs when the Class trees got tweaked can't remember if he still had it as an assassin <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />)</span>
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