Difference between revisions of "Category:Healing Springs"
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It is not possible to recall from this area outwards. Recalling within the area is possible, as well as recalling to the area. | It is not possible to recall from this area outwards. Recalling within the area is possible, as well as recalling to the area. | ||
− | Since it has no outward connections and no recall is possible, teleport/portal | + | Since it has no visible outward connections and no recall is possible, those without teleport/portal will need to pay careful attention to their surroundings if they wish to make it out. |
== Adventuring == | == Adventuring == |
Revision as of 10:29, 20 January 2012
At the base of the Northern Hills, the River of Eragora ends in a wooded land sacred to the half-orcs. No halfling is permitted to set foot on the hallowed ground on pain of death. Every winter solstice while the earth lies fallow, dark rituals are rumored to take place within the depths of the forest while the rest of the land sleeps.
Level Range: 51-51
Builder: Delia
Directions
Walking route from Eragora default recall: Area location is actually an exploration-based quest, starting at Eragora Walkways. But for those lacking the patience here is a tip: These are springs, from which the river flows.
Portaling point(s) suggested: (this would be a spoiler).
Connections
None. (Not entirely true, of course).
The area has a simple yet engaging and elegant design that promotes exploration and a search for quests. A few rooms are underwater, so don't drown.
It is not possible to recall from this area outwards. Recalling within the area is possible, as well as recalling to the area.
Since it has no visible outward connections and no recall is possible, those without teleport/portal will need to pay careful attention to their surroundings if they wish to make it out.
Adventuring
This is undoubtedly a quest area. It is likely meant to be played solo with a caster or archer/equiv (due to some nice skin gear), and a lvl 101+ mage will be able to slowly explore this area alone.
The area has surprisingly small mobs (by Eragoran standards, at least), possibly in the same range or weaker than in the Eragora Walkways area. Patrolmen are evil aligned, the others good or neutral, but the area doesn't offer a very large amount of them so it will not sustain a prolonged run.
Due to the low level of the mobs and relatively weak hitting, the area is good for lower heroes, in duos or trios, not more.
A great majority of the mobs does not see invisible and hidden. Maintaining low profile will make runs much safer.
To make matters even easier for explorers, the area will auto-CR the player upon (standard) death. Since the cloud had no other way in except dying, be sure to get all from your corpse prior to leaving, and since it's anti-magic, you will not be able to cast giant strength in the cloud room. Prepare accordingly.
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "Healing Springs"
This category contains only the following page.