Difference between revisions of "Category:Silmavar Labyrinth"
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== Connections == | == Connections == | ||
− | * [[:Category: | + | * [[:Category:Wildwood| Wildwood]] ([[Wildwood Map|map]]) - inbound only |
== Navigation == | == Navigation == | ||
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== Adventuring == | == Adventuring == | ||
− | Apart from the wandering, invis and aggressive spectre on the top layer (aggressive even towards [[Move Hidden]] players), this area is quite easy to run in, with | + | Apart from the wandering, [[invis |invisible]] and [[aggressive]] spectre on the top layer (aggressive even towards [[Move Hidden]] players), this area is quite easy to run in, with just a few roaming agressive mobs on the very bottom of the area. |
− | First you are most likely to enter Numenors room (portable), from here you venture to the west. North from there you will find a water location with bats and lurkers which | + | First you are most likely to enter [[Numenor The Lich |Numenors]] room (portable), from here you venture to the west. North from there you will find a water location with bats and lurkers which tend to flee. In here you will also discover a key in a chest which is needed later, if you do not want to or cannot cast [[Pass Door]] on yourself. |
− | To south you will encounter two guardians, | + | To the south you will encounter two guardians, who both wield and therefore can be a bit hurtful to fight. |
− | From the guardians you can walk to the east, | + | From the guardians you can walk to the east, where you will find skeletons (wimpy) and [[Dread Knight |dread knights]] (carrying [[Jeweled Scabbard]], worn on waist). To the furthest east you will find a locked door, this door can be opened with the key from the river location with the lurkers and bats. Here you can descend to the second layer. |
− | At the beginning of the second layer you will find a few good-aligned citizens, and here | + | At the beginning of the second layer you will find a few good-aligned citizens, and here also are [[Saeren The King]] (carries [[Helm Of Cherubims]], hit gear for head) and [[Raegard]] (has a [[Bottle Of Cordial]] stashed on the floor of the secret room to his east). |
− | After venturing further to the east, you will enter a room where the door to the east is locked. The key for this door can be found on either the mob to the south of this room ([[Andrinia The Guard|Andrinia]]), or the guard to the north ([[Bondunor The Guard|Bondunor]]). After | + | After venturing further to the east, you will enter a room where the door to the east is locked. The key for this door can be found on either the mob to the south of this room ([[Andrinia The Guard|Andrinia]]), or the guard to the north ([[Bondunor The Guard|Bondunor]]). After passing this door you will find yourself in a section which hosts evil-aligned goblins. |
− | + | Heading south of the goblins you will encounter [[Grugnash The Guard|Grugnash]], and from here you can either go west and south to an area with spiders (which flee and poison), and contains a mini maze with randomized room exits which can be avoided, ([[Shhshuk The Queen Spider |Spider queen]] has a poison) or east and then down to the third layer. | |
− | The path to [[Kalimindroph]](has [[Bow Of Aranor]]) is straight. If you venture | + | There are two un-cursed hidden rooms near the bottom of the staircase ([[Shimmering Emerald Vial |a shimmering emerald vial]] loads on the floor of one). The path to [[Kalimindroph]] (has [[Bow Of Aranor]]) is fairly straight to the west. If you venture further west you might find yourself facing [[Warrior Balrog |Balrogs]] as well, which are aggressive. In with the Balrogs you might also find [[Ral]] (has [[Maelstrom, Sword Of The Balrog]]) and he is quite big and hard to kill, though thankfully in his own room. He is significantly bigger than the other mobs in this area. |
− | At the very end of the third layer is an | + | At the very end of the third layer is an un-cursed room, which is a good place to set recall. |
+ | |||
+ | This area also contains a heat source of exceptional power, that some casters might find useful for a certain [[reforge| spell]]. | ||
[[Category: Hero Areas]] | [[Category: Hero Areas]] |
Latest revision as of 19:15, 1 July 2024
The Silmavar is a colossal underground series of caves, caverns, tunnels and ruins. Its origin and purpose are completely unknown, even to the myriad creatures that make their home there. Legends speak of a conclave of crazed humans, lead by their king, Saeren, and of hordes of undead in the thrall of the great Lich, Numenor, and of goblins and balrogs and lakes of fire and magma. Some even speak in hushed whispers of a small group of ancient dragons guarding some of the labyrinth's oldest ruins. Silmavar is a place of many wonders, and very few have seen all of them.
Level Range: 51-51
Builder: Draeger
Directions
Walking route from Aelmon: 16e, [e], s, [d], w.
Portaling point(s) suggested: Numenor (warning: aggressive).
Connections
The area has three layers:
- Top layer, containing Numenor and his undead, a mostly straightforward set of circular passageways,
- Second layer, with the human, goblin and spider kingdoms, an essentially straight path that only sidetracks into the spider domain and has off-shooting minor rooms depicting the kingdoms,
- Bottom layer, the domain of dragons, balrogs and elementals, an even more straightforward path with some off-shooting rooms.
Area is almost completely cursed, with a few Secret rooms that are uncursed and allow for recalling out. Aside for two minor private rooms on the first layer, there are no extraordinary rooms worth mentioning, aside for the randomized maze on the second layer, which is usually best avoided.
Adventuring
Apart from the wandering, invisible and aggressive spectre on the top layer (aggressive even towards Move Hidden players), this area is quite easy to run in, with just a few roaming agressive mobs on the very bottom of the area.
First you are most likely to enter Numenors room (portable), from here you venture to the west. North from there you will find a water location with bats and lurkers which tend to flee. In here you will also discover a key in a chest which is needed later, if you do not want to or cannot cast Pass Door on yourself.
To the south you will encounter two guardians, who both wield and therefore can be a bit hurtful to fight. From the guardians you can walk to the east, where you will find skeletons (wimpy) and dread knights (carrying Jeweled Scabbard, worn on waist). To the furthest east you will find a locked door, this door can be opened with the key from the river location with the lurkers and bats. Here you can descend to the second layer.
At the beginning of the second layer you will find a few good-aligned citizens, and here also are Saeren The King (carries Helm Of Cherubims, hit gear for head) and Raegard (has a Bottle Of Cordial stashed on the floor of the secret room to his east).
After venturing further to the east, you will enter a room where the door to the east is locked. The key for this door can be found on either the mob to the south of this room (Andrinia), or the guard to the north (Bondunor). After passing this door you will find yourself in a section which hosts evil-aligned goblins.
Heading south of the goblins you will encounter Grugnash, and from here you can either go west and south to an area with spiders (which flee and poison), and contains a mini maze with randomized room exits which can be avoided, (Spider queen has a poison) or east and then down to the third layer.
There are two un-cursed hidden rooms near the bottom of the staircase (a shimmering emerald vial loads on the floor of one). The path to Kalimindroph (has Bow Of Aranor) is fairly straight to the west. If you venture further west you might find yourself facing Balrogs as well, which are aggressive. In with the Balrogs you might also find Ral (has Maelstrom, Sword Of The Balrog) and he is quite big and hard to kill, though thankfully in his own room. He is significantly bigger than the other mobs in this area.
At the very end of the third layer is an un-cursed room, which is a good place to set recall.
This area also contains a heat source of exceptional power, that some casters might find useful for a certain spell.
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "Silmavar Labyrinth"
This category contains only the following page.