Difference between revisions of "User:WinterRose/Eragora Survivalist Guide"
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1. Only way to Eragora is via the [[:Category:Mervue|Mervue]] docks ferry. That's 4s from [[Banker|Ent's | 1. Only way to Eragora is via the [[:Category:Mervue|Mervue]] docks ferry. That's 4s from [[Banker|Ent's | ||
bank]] and a lot of s's from [[Aelmon|Aelmon]]. Each trip for multiple players (grouped | bank]] and a lot of s's from [[Aelmon|Aelmon]]. Each trip for multiple players (grouped | ||
− | or not) needs a | + | or not) needs a diamond. You can get one from the aforementioned ent bank. |
2. Only way back to Midgaardia is via the ferry. No Sanctum. No teleport. | 2. Only way back to Midgaardia is via the ferry. No Sanctum. No teleport. | ||
Line 25: | Line 25: | ||
5. You will be debuffed (abluted) prior to entering Eragora. Remember to | 5. You will be debuffed (abluted) prior to entering Eragora. Remember to | ||
wear your gear as soon as you are dumped into the non-safe aggie room. Also | wear your gear as soon as you are dumped into the non-safe aggie room. Also | ||
− | pay attention to the beautiful entering animation | + | pay attention to the beautiful entering animation as it's different for |
every class. | every class. | ||
Line 37: | Line 37: | ||
8. The continent is incredibly dangerous. Take exploration slowly. Scan | 8. The continent is incredibly dangerous. Take exploration slowly. Scan | ||
everywhere and do make use of consider command. Some non-aggie mobs are | everywhere and do make use of consider command. Some non-aggie mobs are | ||
− | so dangerous | + | so dangerous they will literally eat you in seconds. Your corpse as well, |
unless they animate it first. | unless they animate it first. | ||
Line 46: | Line 46: | ||
10. Dying will take you to a plethora of different and wonderful death | 10. Dying will take you to a plethora of different and wonderful death | ||
rooms. Your corpse may be transported you, or it may not. It may be | rooms. Your corpse may be transported you, or it may not. It may be | ||
− | transported elsewhere, it may not. Every area within Eragora is different. | + | transported elsewhere, or it may not. Every area within Eragora is different. |
11. Eragora has a default recall point. I stress again, it's a ''defaut'' | 11. Eragora has a default recall point. I stress again, it's a ''defaut'' |
Revision as of 04:49, 25 May 2011
.................................................................. .................. ERAGORA ................................. .......... a survivalist guide ............................ .................................................................. Welcome, hunter, to the mystical island, or continent even, of Eragora. Eragora can be appropriately described as one giant deathtrap. As such, some precautions need to be taken and some things you should know. 1. Only way to Eragora is via the Mervue docks ferry. That's 4s from Ent's bank and a lot of s's from Aelmon. Each trip for multiple players (grouped or not) needs a diamond. You can get one from the aforementioned ent bank. 2. Only way back to Midgaardia is via the ferry. No Sanctum. No teleport. No cloud. Every trip back also takes a diamond. Don't go to Eragora without one to spare. Pro tip: the Eragora ferry is also a bank. 3. Eragora is currently comprised of 11 discovered areas. More are sure to follow. It's a whole new continent, not just one zone. 4. Teleporting will work within Eragora as will other similar spells. However, learn to walk and do not use teleport as a crutch, due to reasons listed below. 5. You will be debuffed (abluted) prior to entering Eragora. Remember to wear your gear as soon as you are dumped into the non-safe aggie room. Also pay attention to the beautiful entering animation as it's different for every class. 6. Be able to selfspell. Group a cleric or 3. Bring spell pots. Imagine going to a safari, and bring all you can think of, since you probably won't be going back soon. 7. There are no spellbots in Eragora. All spelling is done by actually asking your fellow players to spell you, and then regenning! Incredible! 8. The continent is incredibly dangerous. Take exploration slowly. Scan everywhere and do make use of consider command. Some non-aggie mobs are so dangerous they will literally eat you in seconds. Your corpse as well, unless they animate it first. 9. Most of the Eragora has big aggie mobs. Do not even think of running through an area without a clear idea where you are going as you will die. Repeatedly. 10. Dying will take you to a plethora of different and wonderful death rooms. Your corpse may be transported you, or it may not. It may be transported elsewhere, or it may not. Every area within Eragora is different. 11. Eragora has a default recall point. I stress again, it's a defaut recall point. It's seems safe enough, but what's really safe at Eragora? You will not be able to quit while in this room, buy you may quit from nearby rooms. 12. Make liberal use of sneak and move hidden abilities. If you don't have them, get an appropriate cloak before venturing forth. 13. Look at everything and read every description. Incredible amounts of fun and life-saving information can be found if you only take some time and read everything. The players put a lot of love into creating these zones and have taken extra effort to fill the areas with even the tiniest details. 14. Exploring Eragora is not like a regular run where you run through everyone and then portal to sanctum. Take your time. Regen a lot. Even concepts as "going back home to sanctum" may mean running through three different highly aggie areas until you slaughter your way through towards the ferry and then have to pay a whole diamond. 15. Do not let these points frighten you. They are only points and this is a survivalist guide. Stay a while. Dedicate an alt to running Eragora. There's tons of things to find, incredible and overpowered new loot, and the fine sense of thrill as you chase or are being chased by dozens of bloodthirsty monsters. Death is cheap anyway, and the sense of exhilaration as you literally stalk your pray over rooms, all alone and self-sufficient, will bring the sense of nostalgia even to the oldest players in Avatar. This is how the game is supposed to be played, for some at least. 16. The feeling of being all alone, or luckily only with help of your trusty friends will make you appreciate their innate abilities. Clerics are necessary. Mages as well, as many places require a lot of firepower. Archers are as crucial as good rogues here. No party composition, as long as it's diverse, will fare badly in Eragora. 17. Loot is overpowered, for the most part. Go get it! Take care, WinterRose - an explorer at heart