User:WinterRose/Eragora Survivalist Guide

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..................     ERAGORA   .................................
..........     a survivalist guide    ............................
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Welcome, hunter, to the mystical continent of Eragora. 

Eragora can be appropriately described as one giant deathtrap. As such,
some precautions need to be taken and some things you should know. 

1. Only way to Eragora is via the Mervue docks ferry. That's 4s from Ent's
bank and a lot of s's from Aelmon. Each trip for multiple players (grouped
or not) needs a ruby. You can get one from the aforementioned ent bank.

2. Only way back to Midgaardia is via the ferry. No Sanctum. No teleport.
No cloud. Currently, the trip back is free but this may change in the future.
all you have to do is say "Mervue" to Kharon, the Eragoran ferryman.

3. Eragora is currently comprised of 12 discovered areas. More are sure to
follow. It's a whole new continent, not just one zone. 

4. Teleporting will work within Eragora as will other similar spells.
However, learn to walk and do not use teleport as a crutch, due to reasons
listed below.

5. You will be debuffed (abluted) prior to entering Eragora. Remember to
wear your gear as soon as you are dumped into the non-safe aggie room. Also
pay attention to the beautiful entering animation as it's different for
every class.

6. Be able to selfspell. Group a cleric or 3. Bring spell pots. Imagine
going to a safari, and bring all you can think of, since you probably
won't be going back soon.

7. There are no spellbots in Eragora. All spelling is done by actually
asking your fellow players to spell you, and then regenning! Incredible! 

8. The continent is incredibly dangerous. Take exploration slowly. Scan
everywhere and do make use of consider command. Some non-aggie mobs are
so dangerous they will literally eat you in seconds. Your corpse as well,
unless they animate it first.

9. Most of the Eragora has big aggie mobs. Do not even think of running
through an area without a clear idea where you are going as you will die.
Repeatedly.

10. Dying will take you to a plethora of different and wonderful death
rooms. Your corpse may be transported you, or it may not. It may be
transported elsewhere, or it may not. Every area within Eragora is different. 

11. Eragora has a default recall point. I stress again, it's a default
recall point. It's seems safe enough, but what's really safe at Eragora?
You will not be able to quit while in this room, but you may quit from
nearby rooms.

12. Make liberal use of sneak and move hidden abilities. Racial or otherwise. 
If you don't have them, get an appropriate cloak before venturing forth.

13. Look at everything and read every description. Incredible amounts of fun
and life-saving information can be found if you only take some time and read
everything. The players put a lot of love into creating these zones and have
taken extra effort to fill the areas with even the tiniest details. 

14. Exploring Eragora is not like a regular run where you run through
everyone and then portal to sanctum. Take your time. Regen a lot. Even
concepts as "going back home to sanctum" may mean running through three
different highly aggie areas until you slaughter your way through towards
the ferry. Naturally, this can be sidestepped by teleporting to any of the 
aggie Rhuien Forest denizens.

15. Do not let these points frighten you. They are only points and this is
a survivalist guide. Stay a while. Dedicate an alt to running Eragora.
There's tons of things to find, incredible and overpowered new loot, and
the fine sense of thrill as you chase or are being chased by dozens of
bloodthirsty monsters. Death is cheap anyway, and the sense of
exhilaration as you literally stalk your pray over rooms, all alone and
self-sufficient,  will bring the sense of nostalgia even to the oldest
players in Avatar. This is how the game is supposed to be played, for
some at least. 

16. The feeling of being all alone, or luckily only with help of your trusty
friends will make you appreciate their innate abilities. Clerics are necessary.
Mages as well, as many places require a lot of firepower. Archers are as
crucial as good rogues here. No party composition, as long as it's diverse,
will fare badly in Eragora.

17. Loot is overpowered, for the most part. Go get it!

18. For those yet unsure, Eragora as a whole has a 10% experience bonus, and
50% less chance of statloss - meaning dying is mostly safe.

Take care,
WinterRose
    - an explorer at heart, 
      Surveyors and Mappers Guild