Difference between revisions of "Category:Healing Springs"
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== Directions == | == Directions == | ||
− | Walking route from [[Eragora default recall]]: | + | Walking route from [[Eragora default recall]]: 2s, d, 4e, enter river, 3n, 3e, 4n, 2w, 2n, 2e, 3n, 2e. |
− | [[Portal |Portaling]] point(s) suggested: | + | [[Portal |Portaling]] point(s) suggested: pp ''half-orc family'' or ''half-orc mother'' should work. Othewrwise pp just outside the area (pp [[Dirk Chivers]]) and walk the 10 rooms in between. |
== Connections == | == Connections == | ||
− | * [[:Category: River Etuan| River Etuan]] ([[River Etuan Map|map]]) | + | * [[:Category: River Etuan| River Etuan]] ([[River Etuan Map|map]]), |
− | * [[:Category: Eragora Walkways| Eragora Walkways]] ([[Eragora Walkways Map|map]]) | + | * [[:Category: Eragora Walkways| Eragora Walkways]] ([[Eragora Walkways Map|map]]) (outgoing). |
== Navigation == | == Navigation == | ||
− | The area has a simple yet engaging and elegant design that promotes exploration and a search for | + | The area has a simple yet engaging and elegant design that promotes exploration and a search for fluff. 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. | It is not possible to recall from this area outwards. Recalling within the area is possible, as well as recalling to the area. | ||
− | |||
− | |||
== Adventuring == | == Adventuring == | ||
− | + | The area has surprisingly small mobs (by Eragoran standards, at least), and relatively weak hitting, so once can solo here easily or bring a buddy if very small. An archer/fusilier helps (due to some nice skin gear). | |
− | |||
− | The area has surprisingly small mobs (by Eragoran standards, at least), | ||
− | + | There are no quests in the area per se, but the mobs and gear contained are involved in several quests originating in other Eragoran areas. | |
− | A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a low profile will make | + | A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a low profile will make speedwalking easy. |
− | To make matters even easier | + | To make matters even easier, 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 04:48, 5 September 2014
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: 2s, d, 4e, enter river, 3n, 3e, 4n, 2w, 2n, 2e, 3n, 2e.
Portaling point(s) suggested: pp half-orc family or half-orc mother should work. Othewrwise pp just outside the area (pp Dirk Chivers) and walk the 10 rooms in between.
Connections
- River Etuan (map),
- Eragora Walkways (map) (outgoing).
The area has a simple yet engaging and elegant design that promotes exploration and a search for fluff. 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.
Adventuring
The area has surprisingly small mobs (by Eragoran standards, at least), and relatively weak hitting, so once can solo here easily or bring a buddy if very small. An archer/fusilier helps (due to some nice skin gear).
There are no quests in the area per se, but the mobs and gear contained are involved in several quests originating in other Eragoran areas.
A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a low profile will make speedwalking easy.
To make matters even easier, 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.