Difference between revisions of "Category:Padmasa"

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Walking route from [[Aelmon |Aelmon]]: 41s, w (note: crosses [[Water Terrain |water terrain]]).
 
Walking route from [[Aelmon |Aelmon]]: 41s, w (note: crosses [[Water Terrain |water terrain]]).
  
[[Portal |Portaling]] point(s) suggested: [[Vapul |Vapul]] (warning: [[Aggressive Mobs |aggressive]]), Army (aggie), Admin Gru
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[[Portal |Portaling]] point(s) suggested: [[Vapul |Vapul]] (warning: [[Aggressive Mobs |aggressive]]), Imp Army (aggie), Admin Gru, Heruta
  
 
== Connections ==
 
== Connections ==

Revision as of 12:31, 9 August 2011

Rumors of darkness and doom surround the island citadel called Padmasa. Although part of the island is a bustling trading bazaar with visitors from all over the realm, legends speak of the 5 sinister Masters who gather in darkness below, and seek to control the power of an otherwordly force known only as The Doom.

Level Range: 51-51

Builder: Mega

Directions

Walking route from Aelmon: 41s, w (note: crosses water terrain).

Portaling point(s) suggested: Vapul (warning: aggressive), Imp Army (aggie), Admin Gru, Heruta

Connections

Navigation

Adventuring

Using Vapul as the pp, here is a description of the area, skipping over low-xp mobs. Be aware that Vapul is aggressive and backstabs, so use caution when using him as a portal point.

Go east from Vapul to fight the hall of masters. Each mob except Heruta is a spell caster (including disintegrate), but they do not assist. They are aggressive only to sleeping players. Heruta has a nectar. These mobs will eat corpses.

Go 2w from Vapul to the bottom of the Shaft. One level up the Shaft, go 3e and you'll be at Doom. The eyes, ears, and mouth of Doom are on the path and are aggressive but not difficult.

Go up the Shaft again and 2s to get to Admin Gru. The imps at 1s are aggressive.

Go up again and you'll be on the same floor on the unfinished doom. The room below the unifinished doom is full of hard-hitting aggressive cockroaches who will eat your corpse. It is probably better to die to the unfinished doom than to risk fleeing or wimpy and ending up with the cockroaches.

Go up again and there will be exits to the north, south, east, and west. One move in each direction takes you to two non-aggie Padmasa guards, who are decent xp and do not assist. One more move past the guards takes you to one of the four Mesomaster Scanners, who are aggressive and less xp than the guards.

Continuing to the top of the shaft, you can head 2n (to get the key that will allow you back through the bottom of the shaft) or east will take you to the top of Padmasa. This is a good area to mess around with area spells, as the mobs are small but swarmy. There isn't much to note here. A few mobs assist, and the pack of imps and the Magician Thrembode (you'll see his sanctuary aura on scan) will aggie.

On the perimeters you can head up to the walls; there are lots of trolls and imps up here. The trolls aggie and see sneak/movehidden/invis so target them. Going eastish from the Tetralobe (that was what that structure we started at was called), we'll get to the gates. There's a troll/imp set here. Three east from there is the pp of imp army. This is a biggish aggie mob. Also in this room is General Lukash, who can hit pretty hard but doesn't aggie. To the east and north of the army there are a large amount of dragons that are worth ok xp, but are sanced, aggie, and will tail. Each dragon has an attendant who is unsanced but also aggressive. There's really not much going on here unless you're hogged or really desperate not to leave Padmasa.

Final Analysis: This area can be good for lowhero/lowmort duos, and has a couple of useful pieces of gear. A bored caster can play with df/acid rain/whatever in an uncursed place.

Subcategories

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

Pages in category "Padmasa"

This category contains only the following page.