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Unread 11-04-2009, 11:28 PM   #1
Verranicu

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So, I've started leaving my starting areas and such, and it's getting to be a bit of a drag travelling all over the world over and over. Are there any other teleportation spells I can get besides "Call to Neriak"? Like, is there a way to teleport to your guild hall, or set a point elsewhere in the world to teleport to?

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Unread 11-04-2009, 11:36 PM   #2
SilverMoth

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Your guild  should have purchased a 'return to guild hall' globe thingy (it should be one of the first things all guild creators buy!) if they did then just go to your guild hall, and click on it (its a dark orb with a white crazy base holding it)

if not, then i cant really tell yah much, meriners (sp!) bells in the major towns and some docks (like nektulos and commanlands) travel to neriak and other cities.

for crossing areas griffons and horses work commanlands you can use the girffons all you want but for butcherblock and others you need to visit all the towers first, which isnt hard or deadly if you stick tot he roads and mind where the mobs are.

Other then that.. well, hoofing it is the way till you can get your mount. i belive the recall point only works in your hometown.

of course this is all coming from a prety new player herself. =) just keep asking around and stuff.

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Unread 11-05-2009, 09:34 AM   #3
deKoven

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VerranicusX wrote:

So, I've started leaving my starting areas and such, and it's getting to be a bit of a drag travelling all over the world over and over. Are there any other teleportation spells I can get besides "Call to Neriak"? Like, is there a way to teleport to your guild hall, or set a point elsewhere in the world to teleport to?

Short answer; yes. Long answer; well, possibly not.

If you're in a guild then the guild really should have a gh transfer globe which gives you a Call to Guild Hall. Also, some guild halls have a npc that'll give you a flag which you can plant anywhere. Lasts for a couple hours after which it disappears. To use it you or any other guildie buddy go back to the npc and he will transport you to the flag. 

Wizards can port to any spires on the list. Druids get the ability to open a gate to the druid rings. For wizzies, you buy a handful of token thingies at the Mage tower in S. Qeynos or the Academy of Arcane Science in Freeport. I'm not sure about the druids as I've never played one. In addition there are some quests that will give you, for instance, a port ability going to Thundering Steppes; you get that from doing a quest for the Splitpaw.

You can get some shards from the Order of Rime in Fens of Nasthar that'll port you to the Fens from anywhere. They cost but do the job. Fens, of course, is a level 72 or so area so low level toons need not apply. You must do some quests even to be able to buy the shards.

Not sure if I've got them all but you get the idea.

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Unread 11-06-2009, 10:00 AM   #4
erin

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There's a call to splitpaw that you can quest for, there's call of ro that you can quest for.  There's several others (commonlands portal, antonica portal, the stein).  So the answer is yes, there's lots of transportation in the game, but some of it will take time to get access to.

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Unread 11-06-2009, 12:02 PM   #5
Mikkahl

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For teleportation within a zone, if you have a group or 2-box, a conjuror has Call of the Hero to call someone else to where the conjuror is (costs 1.2 gold per teleport for a softly glowing pearl).

Tinkerers get the opposite direction: Call of the Tinkerer teleports you to a group member for free.  Orbs of Reconciliation (from a 1-time quest in Lavastorm) does the same thing, but it only has 3 (5?) charges and costs many plat on the broker.  So save that for emergencies.

Some classes have evac to teleport back to the start of a zone.  Otherwise, tinkerers can make Gnomish Safety Recaller (20 charges, but it can be recharged for the cost of a tynnonium).

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Unread 11-06-2009, 12:07 PM   #6
Mikkahl

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In our guild hall someone has left a flower that ports you to Kelethin (right outside the inn door, but you must be level 72 or so?), and a void portal that takes you to Palace.  I presume these came from quests.

And of course your guild hall should have all the amenities that port you to your house, to any dock in the world, to any druid ring in the world, the KoS spires, raid flags, etc.  That's why CoGH is used so much, since the GH is the hub for most of your transportation needs.

In addition, if you finish ALL the quest lines in Jarsath Waste, you get a hammer that ports you to the Danak shipyards.  The easiest way to use the hammer is to take out a training dummy in the GH and whack on it a few times with the hammer!   But gnolls or orcs work as well, if they don't die too fast! SMILEY

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Mikkent - Fury, Master Alchemist & 260 muter

Mikkaela - Conjuror, Master Provisioner & 400 tinkerer

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Unread 11-06-2009, 01:04 PM   #7
Finora

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All I can say is learn your zone connections. With all of the current travel options available no lower level character should take too terribly long to get anywhere. There are other port options but most are gotten 50+

I make liberal use of bells, sinking sand carpets, spires (used to port to overrealm and back down to the opposite one, but now you can click the portal in the middle and go to any of them), griffons/sokokars etc on my unguilded characters.

Some guilds allow others to use their hall travel amenities.

Goodluck.

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