Difference between revisions of "Category:Healing Springs"

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(→‎Adventuring: various minor tweaks)
 
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== Directions ==
 
== Directions ==
  
Walking route from [[Eragora default recall]]: Area location is actually an exploration-based quest, starting at [[:Category:Eragora Walkways|Eragora Walkways]]. But for those lacking the patience here is a tip: These are ''springs'', from which the river flows.
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Walking route from [[Eragora default recall]]: 2s, d, 4e, enter river, 3n, 3e, 4n, 2w, 2n, 2e, 3n, 2e.
  
[[Portal |Portaling]] point(s) suggested: <font color=grey>(this would be a spoiler)</font>. One of the portable points will strand you behind a locked door.
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[[Portal |Portaling]] point(s) suggested: [[Winkum]] or 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 ==
  
None. (Not entirely true, of course).
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* [[:Category: River Etuan| River Etuan]] ([[River Etuan Map|map]]),
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* [[: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 quests. A few rooms are underwater, so don't drown.  
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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.
  
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.
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Note that the map is currently a bit out-of-date.
  
 
== Adventuring ==
 
== 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).
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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), 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.
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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.
  
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).
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A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a low profile will make speedwalking easy.
  
A great majority of the mobs do not see invisible or sneak/move-hidden. Maintaining a low profile will make runs much safer.
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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.
  
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.
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[[Category: Hero Areas]]
 
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[[Category: Eragora]]
[[Category: Hero Areas]] [[Category: Eragora]]
 

Latest revision as of 13:07, 15 November 2023

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: Winkum or 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

Navigation

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.

Note that the map is currently a bit out-of-date.

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.