Difference between revisions of "Category:Plane Of Water"

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== Navigation ==
 
== Navigation ==
  
maelstrom: 4n e or 2n e n
+
maelstrom: s e from shift.  Alternate directions include 4n e or 2n e n
  
 
[[lloydable]] room: 2n e u  
 
[[lloydable]] room: 2n e u  
  
 
== Adventuring ==
 
== Adventuring ==
This is a nice place for a group of ~8 to get exp.  It only has one sentinel mob at shift, and you can get a [[Ring Of Water]] by killing of the three [[Deadly Water Elemental|deadlies]].
+
This is a nice place for a group of ~8 to get exp.  It only has one sentinel mob at shift, and you can get a [[Ring Of Water]] by killing one of the three [[Deadly Water Elemental|deadlies]].
  
 
Almost every room in this [[:Category:Lord Areas|area]] has eight exits.  This creates two problems for us:
 
Almost every room in this [[:Category:Lord Areas|area]] has eight exits.  This creates two problems for us:
 
*Sudden swarms can appear.  Sometimes you can get away with running some small group exp here, but more often than not you get suddenly slammed by a huge wave.  Sometimes this happens at shift, other times when spells are low.
 
*Sudden swarms can appear.  Sometimes you can get away with running some small group exp here, but more often than not you get suddenly slammed by a huge wave.  Sometimes this happens at shift, other times when spells are low.
 
*This area is hard to regen in.  Here are a few good places to regen:
 
*This area is hard to regen in.  Here are a few good places to regen:
**Inside the maelstrom.  From shift go 4n, e, or 2n e n, to reach the room with the maelstrom in it.  Enter the maelstrom, deal with the [[Surly Water Elemental|surly]] (stabber), and regen.  If you want to you can take on the  [[Water Elemental Ruler|water elemental ruler]] (who holds the [[Watermark Tattoo|tattoo]]) to the east.  Otherwise your group must portal out.
+
**Inside the maelstrom.  From shift go s, e to reach the room with the maelstrom in it.  Enter the maelstrom, deal with the [[Surly Water Elemental|surly]] (stabber), and regen.  If you want to you can take on the  [[Water Elemental Ruler|water elemental ruler]] (who holds the [[Watermark Tattoo|tattoo]]) to the east.  Otherwise your group must portal out.
 
**The stone shelter: 2e n u from shift.  This is the [[lloydable]] room on this [[:Category:Lord Planes|plane]].  From here you can enter a nexus to [[:Category:Nothing|Nothing]] if you choose.
 
**The stone shelter: 2e n u from shift.  This is the [[lloydable]] room on this [[:Category:Lord Planes|plane]].  From here you can enter a nexus to [[:Category:Nothing|Nothing]] if you choose.
 
**[[:Category:Thorngate|Thorngate]].  If you win a fight by the skin of your teeth you might as well go back home and regen up proper.  Consider making a [[Create Shrine|shrine]] 2e.  Retake shift when you're good and ready.
 
**[[:Category:Thorngate|Thorngate]].  If you win a fight by the skin of your teeth you might as well go back home and regen up proper.  Consider making a [[Create Shrine|shrine]] 2e.  Retake shift when you're good and ready.

Revision as of 14:39, 7 November 2006

The Elemental Plane of Water is a plane consisting entirely of liquid. The beings that call this plane home are usually very peaceful unless summoned to another plane. There they either follow the commands of the one who summoned them or go berserk trying to find a way home. However, strange things have begun to happen in the Elemental Planes, and the Plane of Water is no different. Normally placid elementals have become violent beasts, attacking anyone and anything that invades their domain.

Builder: Crowe

Directions

Plane to Water.

Connections

Reckoning: 3dwd from shift.

Navigation

maelstrom: s e from shift. Alternate directions include 4n e or 2n e n

lloydable room: 2n e u

Adventuring

This is a nice place for a group of ~8 to get exp. It only has one sentinel mob at shift, and you can get a Ring Of Water by killing one of the three deadlies.

Almost every room in this area has eight exits. This creates two problems for us:

  • Sudden swarms can appear. Sometimes you can get away with running some small group exp here, but more often than not you get suddenly slammed by a huge wave. Sometimes this happens at shift, other times when spells are low.
  • This area is hard to regen in. Here are a few good places to regen:
    • Inside the maelstrom. From shift go s, e to reach the room with the maelstrom in it. Enter the maelstrom, deal with the surly (stabber), and regen. If you want to you can take on the water elemental ruler (who holds the tattoo) to the east. Otherwise your group must portal out.
    • The stone shelter: 2e n u from shift. This is the lloydable room on this plane. From here you can enter a nexus to Nothing if you choose.
    • Thorngate. If you win a fight by the skin of your teeth you might as well go back home and regen up proper. Consider making a shrine 2e. Retake shift when you're good and ready.


eventually these mobs will get their own pages, but for now here's the levels of some of the mobs in water proper:

greater: 165
storm wyrm: 160
deadly: 150
viper: 150
large: 145
plain: 142
lesser: 140

Subcategories

This category has the following 2 subcategories, out of 2 total.