Difference between revisions of "Category:Healing Springs"

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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 does not see invisible and hidden. Maintaining low profile will make runs much safer.
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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.
  
 
[[Category: Hero Areas]] [[Category: Eragora]]
 
[[Category: Hero Areas]] [[Category: Eragora]]

Revision as of 12:25, 28 May 2011

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: A good question. (Let's keep this spoiler a secret.).

Portaling point(s) suggested: (same as above).

Connections

None.

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 outward connections and no recall is possible, teleport/portal seems like one of the ways out.

Adventuring

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 does not see invisible and hidden. Maintaining 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.

Subcategories

This category has the following 2 subcategories, out of 2 total.

Pages in category "Healing Springs"

This category contains only the following page.