Difference between revisions of "Category:Healing Springs"

From AvatarWiki
Jump to navigation Jump to search
(→‎Adventuring: various minor tweaks)
Line 25: Line 25:
 
== Adventuring ==
 
== 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.
+
This is undoubtedly a quest area. It is likely meant to be played solo with a 101+ caster or archer/fusilier (due to some nice skin gear).
  
 
The area has surprisingly small mobs (by Eragoran standards, at least), possibly in the same range or weaker than in the [[:Category:Eragora Walkways|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.
 
The area has surprisingly small mobs (by Eragoran standards, at least), possibly in the same range or weaker than in the [[:Category:Eragora Walkways|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.
+
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.
+
A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a 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.
+
To make matters even easier for explorers, the area will auto-CR the player upon (standard) death. Since the only way into the cloud room is dying, be sure to get all from your corpse '''prior''' to leaving. And since it is anti-magic you will '''not''' be able to cast giant strength in the cloud room. Prepare accordingly.
  
 
[[Category: Hero Areas]] [[Category: Eragora]]
 
[[Category: Hero Areas]] [[Category: Eragora]]

Revision as of 08:56, 12 November 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). One of the portable points will strand you behind a locked door.

Connections

None. (Not entirely true, of course).

Navigation

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 101+ caster or archer/fusilier (due to some nice skin gear).

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 do not see invisible or sneak/move-hidden. Maintaining a 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 only way into the cloud room is dying, be sure to get all from your corpse prior to leaving. And since it is 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.