| abstract
| - Caravan vanquishing (also known as marathon vanquishing) is the act of vanquishing areas with more than the established party size limit in close-by outposts. The "caravan" term means you may be traveling large distances to get to areas without ever stopping in any town or outpost, just as a nomadic caravan would do in the deserts of Africa. The goal of caravan vanquishing is to bring a large party to vanquish many areas with more ease than if they were to do so individually with a smaller party. The concept of "caravaning" has its roots in the Titan Quests introduced in 2005. Because some of the quests were located in Ascalon, where parties are restricted to four players, some teams started from Temple of the Ages or Yak's Bend to gain a numerical advantage in these difficult quests. Caravaning carried over when Hard Mode and vanquishing were implemented, allowing players to clear areas with more ease. You must fight or run your way in Hard Mode to vanquish the desired area, or complete certain missions/quests. Some caravan vanquishing spots go across different campaigns, so you may have to own more than one campaign on your account to perform some caravan vanquishing. You cannot enter a town or outpost at all, otherwise you may reduce your party size. Make sure you have a lot of room on your character if you are going to open locked chests. Also make sure you have plenty of death penalty removal items as well, because if everyone is at -60% death penalty when they all die, you will be warped back to where you started. Because of the time commitment required of all party members, it is recommended to vanquish with fellow guild members. Some caravan vanquishing routes may take many hours, and it is not uncommon for teams to idle in the area in order to take a break, or even leave the game running until the next session. It is also important to consider that caravan vanquishing brings its own hardships, and may or may not be easier than vanquishing with a 6-man team from a closer outpost.
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