Difference between revisions of "Category:Eragora"
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Akin to Graves, some areas (about a half of them) will also move the player corpse to the player into that local cloud room - thus performing Auto-CR. This behavior is largely area-dependent and should be read about in advance at specific area pages. | Akin to Graves, some areas (about a half of them) will also move the player corpse to the player into that local cloud room - thus performing Auto-CR. This behavior is largely area-dependent and should be read about in advance at specific area pages. | ||
− | One thing to be wary of is that some of these death rooms are anti-magic, and often | + | One thing to be wary of is that some of these death rooms are anti-magic, and often accessible only on death. Players with overloaded corpses (either very heavy items (weight limit) or very many items (item limit) will not be able to cast [[Giant Strength|giant strength]](for strength) or [[Adrenaline Pump|adrenaline pump]] (for dexterity) and retrieve all gear. |
''Tip:'' | ''Tip:'' |
Revision as of 22:14, 3 November 2012
Areas: | 01-10 | 11-20 | 21-30 | 31-40 | 41-50 | Hero | Eragora | Elite Hero Areas | Lord | Maps |
Ah! The lost, forgotten continent of Eragora on the eastern edges of the Sea of Strayed Hopes. Unearthed due to seismic activity attributed to the geomancer Tannah Machadae, this land is truly a sliver of time straight from the past, populated for eons by warring half-orcs and their slaves, the halflings. Eragora is only accessible by ferry, which can be caught from the docks of Mervue.
NOTE: Spellbots are not permitted on Eragora. You must be at your keyboard and viewing your Avatar screen to spell up others!
Eragora is a collection of areas that are part of the Hero Area Building Contest, initially released in May 2011, as well as those areas produced afterwards. Most of the areas are player made.
Eragora areas function at somewhat different rules than the rest of Midgaardia, be sure to read about them below.
Contents
Eragora Areas
Area | Soloable (1) | Danger / CR difficulty (2) | Comment / Comparison |
---|---|---|---|
Sphynx Gate | - | - | The introductory area. |
Eragora Walkways | All @ 101+ | Trivial CR (mercy) | The primary connector area. Good for small groups. |
Akrikto's Farm | All @ 101+ | Trivial CR (mercy) | Eragoran Tortuga Cay. Seriously. |
Halfling Tunnels | All @ 750+ | Auto-CR | Do with a large brutish group. |
Exploration Outpost | Some @ 999, need 3-6 superheroes for rest. | Auto-CR | Incredible fun, powerful quests. Do with a small/large group (sea/ship). |
Halfling's Paradise | All @ 999 | Auto-CR in Deacon's room, other CR can be a pain. | The quest might need a caster-heavy group, otherwise regular group. |
Healing Springs | All @ 101+ | Auto-CR | Solo / exploration / adventure! |
Moonbay Village | All @ 750+ | Auto-CR | Large solo / small group adventure! |
Mountain Tunnels | Maybe @ 999 | Difficult CR (swarmy, many aggies along the way) | Do with a small but powerful group. Often messy and quite hard. |
Quarries and Mines | All @ 300+ | Auto-CR | Regular group. Gassy environments (watch out splats!). |
Rhuien Forest | All @ 300+ | Easy CR (mercy, aggies along the way) | Read description to avoid deaths when passing Gate! Also, adventure here with a solo sorcerer (all saintly mobs). |
Sun God Altar | All @ 750+ | Trivial CR, more info. | Read description for CR information. Otherwise Lairs equivalent. |
(1) Soloable represents the technical difficulty of a reasonable solo caster (or other easily soloable-class) to explore all rooms, reach all mobs, kill all mobs, and complete all quests (ie. explore and farm gear). Some quests simply cannot be done by a single character due to time or other constraints. You are of course the best judge of your own capabilities so take these numbers only as a rough guideline. This does NOT represent danger (death/gear-loss) of an area.
(2) With so many areas performing auto-CR and the statloss reduced by 50%, actual danger of Eragora is (and has always been) quite low. Only some areas will require an involved CR, but it's nothing that a solo character couldn't handle. However, to avoid deaths if you are small, do read up on the areas you intend to run. As for the actual dangers of the areas, a regular group will have little difficulty running all but the hardest areas (bring a healer if required).
Major differences versus Midgaardia
1. Transportation
Players are not expected to travel between Midgaardia (and its Sanctum!) and Eragora often due to relatively high (material) costs involved and time required to cross the ocean. One cannot teleport/portal/nexus between Eragora and Midgaardia.
Transportation spells will function normally once in Eragora proper, i.e., past the gate, and will function only within Eragora proper.
Lords are able to homeshift from Eragora and then planeshift back onto Midgaardia, but this is only a method of exiting, not entering Eragora.
2. Eragora Default Recall
Eragora is a separate continent and has a separate default recall point. It is positioned in the middle of Eragora Walkways (map) - basically the center of all Eragora, and is an infirmary (though not safe - cannot save spells there, and non-quitable, thus quit the game elsewhere.)
Some areas are non-recallable. This means a player can recall to them, and within them, but not out of them, functioning oppositely to cursed rooms.
3. Spells and Bots
Spellbots are forbidden on Eragora. Players desiring to explore Eragoran areas should have means to self-spell, or should rely on other players for their spells.
The process of crossing the gate into Eragora proper will ablute the player. Thus, it is impossible to import spells from bots in Sanctum, for example.
For soloing players, all Eragoran areas may be more difficult to handle than their Midgaardian level-based counterparts due to (generally) lower AC and missing spells from self-spelling. Prepare accordingly.
4. Local Clouds and Auto-CR
Every Eragoran area has an unique local cloud - a death room where the player spawns after he dies. These clouds are always within the area where the player died, a feature first encountered in areas such as Graves of Reveria.
Akin to Graves, some areas (about a half of them) will also move the player corpse to the player into that local cloud room - thus performing Auto-CR. This behavior is largely area-dependent and should be read about in advance at specific area pages.
One thing to be wary of is that some of these death rooms are anti-magic, and often accessible only on death. Players with overloaded corpses (either very heavy items (weight limit) or very many items (item limit) will not be able to cast giant strength(for strength) or adrenaline pump (for dexterity) and retrieve all gear.
Tip: If this happens to you, donate excess gear, relog to an alt and retrieve the excess gear from donation room in Sanctum. Alternatively, try switching gear sets to see if any of your gear has a strength or dexterity bonus on it. Some players deliberately include an item of statistic boosting gear in their gear sets or bags for situations like this.
5. Eragora Affects
Hand of God is permanently disabled on Eragora.
Eragora currently has +10% Experience bonus, and statloss is reduced by 50%.
Getting to Eragora
Primary Method
Go to Ent's Bank and withdraw a ruby. Go 4s and give the ruby to Charon, which will take you over the sea on his ferry. Be sure your entire group is in Charon's room since once the ferry takes off anyone left behind will need to pay for another trip. The passengers need not be grouped to be taken across, just be in the same room.
Once you arrive, you will be at Sphynx Gate. This is the starting/introductory/philosophical area, that may warrant attention for some players.
Move one south and all eastwards to encounter the twin Sphynx. See the Sphynx Gate info to help you survive the process of entering Eragora proper (in short, send largest characters first to clear the other - potentially aggie - side).
Secondary Method
Note: Questing is required to enable this.
Those with access to means to draw divine attention to themselves may be able to use the aging deity's frail eyesight and trick them into intercontinental travel. To do this one needs to reach a place of power on Eragora - a nexus of divine energies.
This method is as instantaneous as it is safe.
Escaping Eragora
Getting through the Sphynx Gate is trivial, getting out may not be for many.
Primary method: The easiest way is to portal to Rainbow Plant, which is a stationary (nonagggressive) mob 2e from the gate. Sneak, enter portal, and go immediately 2w. You may be aggied by a wandering mob so prepare accordingly (be spelled or have other players to help you).
Alternative method: If the plant is dead, a secondary portal point is Guardian of Eragora, an aggressive mob which roams the Rhuien Forest. Look portal before entering since there is another (also aggressive) guardian in Halfling's Paradise. If the portal should describes a forest, you have portalled to the correct one. Sneak, go westwards and consult map on the quickest way out.
Secondary method: Questing is required to enable this. Those with access to means to draw divine attention to themselves may be able to use the aging deity's frail eyesight and trick them into intercontinental travel. To do this one needs to reach a place of power on Midgaardia, related to the deity with poor eyesight. This method is as instantaneous as is safe.
Lords: Homeshift.
If the twin Sphynx do not react when you enter their room, you are invisible. Become visible, exit (go east) and enter again (go west).
If successful, you will emerge back in the Sphynx Gate area, from where go all westwards and then one south to meet Kharon. Say "Mervue" and he will ferry you to Mervue, Midgaardia.
Most of the Eragoran areas are connected to the Eragora Walkways, which serves as a connector area. Among exceptions is the Sphynx Gate, which connects to the Rhuien Forest, which in turn connects to the Eragora Walkways.
Navigation within the continent functions normally, but non-lords lack means to exit the continent, except via the Sphynx Gate where they came in. Eragora has no access to Sanctum, the Cloud or other Midgaardian necessities - see above for details.
Adventuring
Areas are not designed to accommodate mortals or low heroes due to a lack of trainers, issues with self-spelling, and average mob size. However, in groups and with spellup characters, even lowhero groups can run the less-dangerous areas of Eragora.
Self-spelling and spelling via spellup alts means a different tempo of running than most players are used to. General Eragoran difficulty will depend on the party composition - a diverse group is likely to fare well.
Subcategories
This category has the following 16 subcategories, out of 16 total.
Pages in category "Eragora"
The following 4 pages are in this category, out of 4 total.