remember to include the following information with Paypal note. (To ensure
fastest delivery please attach your server name, char name, online pick up
time to your PayPal note.)
* Server Name * Character Name
* Online Pick up time
* Phone number (required)
Please contact us when you are online and ready to pick up.
Usually we do 24/7 instant delivery so please stay in game waiting
for us to contact you. With fast and courteous service, your gaming needs
can be satisfied any time of the day. The
gold should be in your in-game mailbox a few hours after we received your
Paypal, we also welcome payment from money order, check,
MoneyGram money transfer, and we are
happy to accept credit cards.
order or Check payment
To send a
payment via money order, simply go to your bank or post office
and request a money order for the necessary amount. Mail the
money order to the following address along with your name,
contact information, your email, phone number, your character's
server, character's name, faction, and brief details you
Payable to: American Borch F & T Group, Inc.
American Borch F & T Group, Inc. PO Box 2331
Union City, CA 94587 USA
an order via
Western Union or
MoneyGram, simply go to www.westernunion.com or
www.moneygram.com and find a local agents near your location.
Most of the Walmart Stores in the USA have
MoneyGram services. Please make payable to:
Kun Hu PO Box 2331 Union City, CA 94587
USA Phone: 888-331-3766
you've sent your payment, please email us your name, address,
phone number, money control number, and your account information
to us. After we receive it, we will send a confirmation email
back to you with your Order Number.
with credit card through our merchant account. If you do not want to use PayPal to send us your payment, we can
also accept credit card through our business merchant account.
FAX Number: (510) 494 -1858
require the following information:
1. A brief description of the order. 2. The amount you are authorizing to be charged. 3. The 16 digit credit card number. 4. The expiry date for the credit card. 5. The billing phone number. 6. The billing address and zip/postal code. 7. The cardholder's name as it appears on the card. 8. The 3 digit CCV/Security code from the back of your credit
card. 9. The signature of the cardholder.
Please make sure that all information is legible. The fax is
only viewed by the person processing your order.
We Only Ship to Paypal
Confirmed & Verified Address. No exception, sorry.
Money Order, Check and Western Union money transfer is welcomed for both
US and international buyers. For non-US buyers, Money order and Western
Union Money transfer ONLY. Thanks
YOU MUST INCLUDE CORRECT PHONE # IN YOUR PAYPAL NOTE
Play a “massively multiplayer” online game on your computer. The most popular
these days is
Vanguard, a role-playing game, or “MMORPG.” In
Vanguard, hundreds of players can log in to the same server, or “realm,” for
simultaneous adventuring. There are hundreds of
Vanguard realms all over the world, and more than 5 million people pay monthly
subscriptions to play the game.
Slay some enemies (also called “mobs”). When you do, you can loot their corpses
for items you can later sell to a computer-controlled merchant. In
Vanguard, if you slay a bear, for instance, click on its corpse and you might see
a column of icons representing teeth, fur, meat, claws, etc. Click the icons to
add them to your inventory. Some enemies yield, or “drop,” weapons and armor as
well as copper, silver or
Vanguard, players can carry as many as five backpacks, each with more than a
dozen “slots,” or spots for loot icons. When your packs are full, head to a town
or city and find a computer-controlled merchant.
Click on the merchant and then click on your backpacks to open them. Click on
the icons in your backpack to sell them to the vendor, who will give you coins.
Slay, loot and sell about a million times.
While you’re out slaying enemies, keep an eye out for rare items. These can be
weapons, armor, trinkets or even crafting patterns that other players might
want. You can tell how valuable an item is by looking at the color of its name.
Green items are “uncommon,” blue items are “rare,” and purple items are “epic.”
In most parts of the virtual world, epic items don’t drop very often.
If you get some of these green, blue or purple drops, put them up for sale for
gold on the in-game auction house. Sometimes epic items are sold for real
money in online marketplaces such as eBay or
When you have collected about 1,000 pieces of
gold (that can take many days of nonstop killing, looting and selling), put
it up for sale on eBay,
dr-hu.com or some other online
Here’s how the sale goes on eBay, for example: Someone who plays in the same
realm as you wants to buy your 1,000 pieces of
gold. He has a winning bid of $75, and the cash moves from their credit card
to your account. You arrange to meet him in the game and give him your
Vanguard also has an in-game mail system for sending notes,
gold and items to other players.
Repeat this process 100,000 times. Or, as some have done, open a factory in
China, and pay 100 people a few U.S. dollars per month to do it for you.
Short for “farmbot,” a playable game character programmed to automatically slay
enemies and loot their corpses. Creating bots usually involves hacking, a
practice most game companies do not endorse.
Noun: A single piece of loot. Verb: To appear, as sellable items do, in a loot
window when a player clicks on the corpse of a slain enemy.
Or “farmer,” one who plays a MMORPG solely for the purpose of harvesting and
selling loot, accumulating gold and then selling that virtual gold for real
money in online marketplaces such as dr-hu.com.
Noun: The items that drop from slain enemies. These can be common items such as
pelts or cloth to more valuable items such as armor or weapons. Verb: To take
The window that pops up when a player clicks on a slain enemy. The loot window
displays the items (as icons) that can be looted from an enemy’s corpse. Looted
items are added to a player’s personal inventory.
Massively multiplayer online game, a game played simultaneously by hundreds or
thousands of players
Massively multiplayer online role-playing game, a MMOG that focuses more on
fantasy role-playing and adventuring than, say, World War II shooting action or
the re-creation of battles from ancient history.
Computer controlled enemies. In
Vanguard, mobs are a mix of common animals, fantasy creatures and monsters and
human or humanoid foes.
A player who, when grouped with other players, steals loot from the corpses of
cooperatively slain enemies instead of waiting to divide it fairly.
A player who, when grouped with other players, steals loot with the intent to
A Web site
that categorizes and cross-references the loot dropped by
Vanguard enemies. Thottbot also gives rough estimates (percentages) as to the
chance that particular items might drop from particular mobs.
Vanguard, the current top MMORPG with more than 5 million players worldwide
Vanguard: Saga of Heroes (PC)
Publisher: Sony Online Entertainment / Sigil Games Online Developer:
Sigil Games Online
Wild speculation has swirled around Vanguard: Saga of Heroes almost from
the moment it was announced. The game is the brainchild of Brad McQuaid
and a handful of original EverQuest developers who founded Sigil Games
to work on what McQuaid calls a "real MMO experience." That
unapologetic, old-school MMO attitude and the limited information that's
been released have raised a lot of questions. Is Vanguard really a
throwback to the EverQuest-style level-grinding, party-based MMO? Does
that mean Vanguard players will be subjected to enormous empty worlds
with no instancing, spawn camping and enormous time sinks? Can something
like this actually be fun in an environment where World of Warcraft has
basically rewritten the rules for what constitutes an MMO? At a recent
San Diego event, I finally got the opportunity to sit down with the
game, talk with Vanguard's developers and get some answers.
As I spoke to various members of the Vanguard team throughout the day,
they confirmed that many of the perceptions swirling around the game are
in fact true. First, Vanguard's landscape will be huge. Our day began
with a video presentation presented by McQuaid himself designed to show
off the enormity of the world. It highlighted some of the Asian-themed
archipelago of Kojan. Kojan is an island chain and the home of the elves
in Vanguard's fictional universe. "Island chain" doesn't just mean land
surrounded by water, though; it also means dozens of magical islands
floating in the sky. "Each square of the player's onscreen map
represents 2.5 miles of virtual terrain," McQuaid said as he flew an
enormous dragon through a coniferous forest into what looked like a
Shinto temple surrounding a sacred pool. Calling up the map, he pulled
back to a view of the entire world, revealed a vast space consisting of
thousands of 2.5-mile squares.
"The important thing to realize is that everything you see, you'll be
able to reach, although maybe not right away," McQuaid said. "The world
of Vanguard is also seamless," he noted as he flew up to one of the
floating islands, revealing an enormous tower that's a fully functioning
adventure area. There's no instancing, teleportation is very rare, and
travel between areas is rather difficult and slow. The majority of
player travel will be done on a variety of land-based or flying mounts
or by ship. The presentation showed off quite a bit of that
transportation, including flying dragon mounts and a number of beautiful
ships of various sizes ranging from small, fairly slow scows that could
be purchased by a single player to gorgeously ornate ships-of-the-line
that can only be purchased and maintained by guilds. What really drove
home the size of the world was when our presenter revealed that he was
using a developer cheat to speed up his dragon to approximately 10x
normal speed. What had taken us ten minutes to traverse would probably
take most players more than an hour.
The game will also bring back something most people thought was dead --
spawn camping. Players who entered the MMO scene post-World of Warcraft
may not be familiar with the concept, but the term refers to rare
monsters that only spawn at certain times that may be necessary for a
variety of quests. As a result, groups of players cluster around such
creatures' spawn points, often waiting for hours for the creature to
appear, each hoping to be the first to tag the creature and get whatever
it is that drops. The team's rationale behind it is that they don't want
to lose the social interactions that come from groups attempting to work
out access to rare resources. They also believe that the problem with
rare spawns isn't their existence, but that parties often have nothing
else to do while they're waiting. Vanguard's three-track experience
system is supposed to give players something fun to work on while
playing solo or waiting for a spawn to arrive.
Naturally skeptical of this (EverQuest was notorious for the screaming
arguments, misery and political maneuvering rare spawns caused), I
wanted to learn more about how this "three-track" system worked. After
the initial presentation we sat down at computers, and I was instructed
to start up a dark elf in the city of Hathor Zhi. Apparently I'd be
trying out some of the Diplomacy content in the game, and Steve
Williams, the Sigil developer in charge of the Diplomacy system, would
be telling me about how diplomacy worked and how it fit into the
three-track experience system.
"I'm basically a social gamer," Williams said as we began our
conversation. "I like talking and I've always been frustrated by the MMO
paradigm that the only way to advance was to kill stuff." That didn't
quite jibe with my first hour of gameplay. I had created a Dark Elf
sorcerer named Ilyana Maria. She came into existence outside of the city
of Hathor Zhi, and I proceeded to drive her through a series of fairly
commonplace newbie quests involving killing some of the local wildlife
(and less fortunate Dark Elves), harvesting various body parts and
turning them in for rewards. When I mentioned this, I was directed into
the city to speak with an NPC named Nalzen, and he opened up a whole new
world for me.
"Diplomacy is one of our youngest systems," Williams said. I worked my
way through Nalzen's first tutorial and while it was a bit confusing,
what I eventually figured out is that diplomacy is a way of affecting
the world and completing quests by basically playing a collectable card
game. Every diplomat has a series of "cards" that represent a variety of
conversational gambits. "Snippet of Wisdom," for example, is a "Reason"
card, while "Aggressive Statement" generates "Demand" when players enter
into a conversation (called a "parley"), a table appears on screen
consisting of a player's point totals, four meters representing various
conversational "power levels" and a "conversational flow meter" set at
zero. The basic game consists of using various cards to fill up these
power meters and pull the flow meter toward the player's side of the
table. Each round that the meter is on their side, that player loses a
point and sees another line of conversational dialogue. First one to get
to zero wins the conversation and finishes another chapter in a story
that can range from simple quests to bring a woman's husband home from a
bar, to a continent-wide tale of betrayal and murder.
"We're aiming for approximately 300 cards at game launch," Williams
said. Players will also be able to parley with each other, although this
will merely be the equivalent of PvP dueling at launch with no wider
game ramifications. Once players have mastered the basics of card
playing, that's where the real excitement of diplomacy begins. Diplomacy
is one of the game's two alternative tracks (along with crafting) that,
according to Williams, have as many levels, as much content and as
intricate a gameplay system as the traditional
adventuring/monster-killing route. In fact, Williams could barely
contain himself as he described how the Diplomacy system is integrated
into the game world.
"Once upon a time, cities were just the places you sold loot, bought new
armor and left as quickly as possible," Williams said. "For the
diplomat, though, our cities are dungeons." Player characters will have
three separate experience and skill point totals, so a hardcore diplomat
with 350 out of 500 total skill points might only be a fifth-level
sorcerer and a third-level crafter. Characters will also have three
separate paper-doll systems for clothing and items that they'll
automatically don when using various skills. That means that diplomats
don't have to waste time in the wilderness changing into battle gear.
There's a completely separate itemization tree for each gameplay track
and a whole series of adjustments that need to be made when dealing with
By the time my third-level sorceress hit diplomacy skill 30, she had
already acquired a "Rod of Wrath" and "Bhaela Ondrak's Ring." The Rod
gave a 5 point bonus to her noble presence and the ring gave a +1 to
both noble and merchant presence. "Presence" is the measure of how the
target of a conversation perceives the character. The old saying "The
clothes make the man (or the elf)" was never more true than in Vanguard.
Without presence of a specific level, certain characters will not talk
to the player, therefore one of the diplomat's major gameplay dynamics
will be the acquisition of new and better diplomatic clothing along with
more powerful conversational gambits (the cards) to use in those
high-level power meetings.
Getting "phat diplomatic loot" is one of the ways that diplomatic
characters will have to interact with other players. Some diplomatic
clothing can only be found as drops off monsters. If, for example, a
player wants to parley with a local kobold chieftain for an "embassy
mission," he may demand that the player wear the signet ring of a rival
Orc warlord before he'll talk to you. The Orc warlord probably won't
want to give that up, so it'll require the diplomat to call in friends
with sharp swords. Other pieces of diplomatic gear may require the help
of a crafter. If, for example, a local banker wants three letters of
credit before he'll agree to something, the player will have to seek out
a crafter to help forge the letters -- and perhaps pull in an adventurer
to kill the creatures that drop the wax needed to create the special
seals on the forgery.
That doesn't mean that diplomats have nothing to offer the other tracks.
High-level quests for uber-weapons, really cool dwarven curses that make
for killer parleys, and epic-level crafting recipes will only be
available from local rulers and powerful NPCs. Getting those will
require well-dressed diplomats to even get in the room, along with
powerful cards to convince them to drop their goodies. Those
conversations may, in turn, be the end of a long chain of quests that
require players on all three tracks to cooperate to complete.
Diplomats will also get involved with something called "city politics."
City politics are a series of invisible levers that diplomats can push
via conversations with influential characters around the city. Depending
on how they choose to interact with them, these levers can shift the
balance of power for various political parties and cities, causing
enormous ripples that have significant effects on the real world. At the
simplest level, diplomats can push levers that give citywide bonuses to
any adventurers or crafters within city limits.
At higher levels city politics get even more elaborate. A dwarven city
under threat of kobold attack, for example, can have its morale raised
or lowered by diplomats. Raise it high enough and the city begins to
feel hope again and work on repairing its defenses, generating a bonus
for crafters and triggering crafting quests that are only available when
morale is high. Conversely, they may elect to push city morale down.
When it gets low enough, it'll trigger an attack by nearby kobolds.
That's not so good for the dwarves but should be a bonanza for
adventurers who will have access to quests and loot that's otherwise
unavailable. There's even a PvP element to city politics as teams of
diplomats compete with each other to push the city's levers in different
"Social players always had an opportunity to be social, but they never
had any sort of ownership or influence," Williams concludes. "The people
chatting with each other were never as important as adventurers or
crafters. We aim to change that."
With that, my time with Vanguard had come to its end. It's not nearly as
easy or as friendly as the current generation of MMOs, and it's the kind
of time-intensive, complex and richly detailed game that most of the
industry is moving away from, but within those parameters, Vanguard:
Saga of Heroes is doing a lot of cool stuff and is worth keeping an eye
out for when it releases in early 2007. Who knows? Even people like me
who swear that "simple is better" might get sucked into Sigil's enormous