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]]), Imp Army (aggie), Admin Gru, Heruta
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[[Portal |Portaling]] point(s) suggested: [[Vapul |Vapul]] (warning: [[Aggressive Mobs |aggressive]]), Imp Army (aggie), [[Administrator Gru-Dzek]], [[Heruta Skash Gzug]]
  
 
== Connections ==
 
== Connections ==
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 +
* [[:Category:Sea Of Strayed Hopes|Sea Of Strayed Hopes]] ([[Sea Of Strayed Hopes Map|map]])
  
 
== Navigation ==
 
== Navigation ==
 +
 +
Starting from the Sea of Strayed Hopes, one can encounter:
 +
 +
* The Battlefield, with one dragon and one knight per room,
 +
* Padmasa courtyard, a large swarmy (mostly non-aggie) place with encircling walls, parapets and towers,
 +
* The Tetralobe, main building in the courtyard, which connects to the lower levels via a central shaft,
 +
* First underground layer, with stationary guards and four aggressive mesomasters,
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* Second underground layer, ending with the [[Unfinished Doom]],
 +
* Third underground layer, notable as the residence of [[Administrator Gru-Dzek]],
 +
* Fourth underground layer, with a short path to [[Doom]],
 +
* Fifth underground layer, notable as the residence of [[Heruta Skash Gzug]] with four other masters beside him, and finally
 +
* Cockroach level, leading from unfinished and finished dooms back towards relative safety of the Padmasa courtyard.
 +
 +
Entire area is uncursed, feel free to recall and mercy as needed.
  
 
== Adventuring ==
 
== 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.
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If you are using Vapul as the pp, be aware that Vapul is aggressive and backstabs, so use caution.
 +
 
 +
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]] and will eat corpses. This room is popular for area casters, and can usually rack 600-700xp at once.
 +
 
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2w from Vapul is 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. [[Doom]] is portable so you might skip the guardians.
  
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.
+
One layer further up is the shaft again and 2s is [[Administrator Gru-Dzek]]. The imps guarding his room are aggressive, but the administrator is popular target for the [[Wafer With Essence]].
  
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.
+
Up again is the floor with [[Unfinished Doom]], a high-lowmort mob.  
  
Go up the Shaft again and 2s to get to Admin Gru. The imps at 1s are aggressive.
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The room below the [[Unfinished Doom]] is the same room as below [[Doom]]. It is full of hard-hitting aggressive cockroaches who are corpse eaters. If caught and in mortal danger, flee northwards towards safety.  
  
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.
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Up again frol Unfinished Doom's level is the first underground layer with exits to 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.  
  
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 exercise area spells, as the mobs are small but swarmy, easily reaching 6-7 per room. A few mobs will assist, and the pack of imps and the Magician Thrembode (you'll see his sanctuary aura on scan) will aggie.
  
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.
+
Once at the corners of the Padmasa courtyard, 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.  
  
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.
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Going eastish from the Tetralobe/Padmasa citadel are gates. There's a troll/imp set here. Three east from there is the pp of  imp army, biggish aggie mob, as well as General Lukash, who can hit pretty hard but doesn't aggie. To the east and north of the army there are a five sets 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.  
  
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.
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This area can be good for lowhero solo or lowmort groups, and has a couple of useful pieces of gear. A caster can play with df/acid rain in the courtyard, and the Doom, Administrator and Heruta's room are often farmed for the gear and consumables.
  
 
[[Category: Hero Areas]]
 
[[Category: Hero Areas]]
[[Category: Incomplete]]
 

Latest revision as of 14:07, 18 March 2012

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), Administrator Gru-Dzek, Heruta Skash Gzug

Connections

Navigation

Starting from the Sea of Strayed Hopes, one can encounter:

  • The Battlefield, with one dragon and one knight per room,
  • Padmasa courtyard, a large swarmy (mostly non-aggie) place with encircling walls, parapets and towers,
  • The Tetralobe, main building in the courtyard, which connects to the lower levels via a central shaft,
  • First underground layer, with stationary guards and four aggressive mesomasters,
  • Second underground layer, ending with the Unfinished Doom,
  • Third underground layer, notable as the residence of Administrator Gru-Dzek,
  • Fourth underground layer, with a short path to Doom,
  • Fifth underground layer, notable as the residence of Heruta Skash Gzug with four other masters beside him, and finally
  • Cockroach level, leading from unfinished and finished dooms back towards relative safety of the Padmasa courtyard.

Entire area is uncursed, feel free to recall and mercy as needed.

Adventuring

If you are using Vapul as the pp, be aware that Vapul is aggressive and backstabs, so use caution.

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 and will eat corpses. This room is popular for area casters, and can usually rack 600-700xp at once.

2w from Vapul is 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. Doom is portable so you might skip the guardians.

One layer further up is the shaft again and 2s is Administrator Gru-Dzek. The imps guarding his room are aggressive, but the administrator is popular target for the Wafer With Essence.

Up again is the floor with Unfinished Doom, a high-lowmort mob.

The room below the Unfinished Doom is the same room as below Doom. It is full of hard-hitting aggressive cockroaches who are corpse eaters. If caught and in mortal danger, flee northwards towards safety.

Up again frol Unfinished Doom's level is the first underground layer with exits to 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 exercise area spells, as the mobs are small but swarmy, easily reaching 6-7 per room. A few mobs will assist, and the pack of imps and the Magician Thrembode (you'll see his sanctuary aura on scan) will aggie.

Once at the corners of the Padmasa courtyard, 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/Padmasa citadel are gates. There's a troll/imp set here. Three east from there is the pp of imp army, biggish aggie mob, as well as General Lukash, who can hit pretty hard but doesn't aggie. To the east and north of the army there are a five sets 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.

This area can be good for lowhero solo or lowmort groups, and has a couple of useful pieces of gear. A caster can play with df/acid rain in the courtyard, and the Doom, Administrator and Heruta's room are often farmed for the gear and consumables.

Subcategories

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

Pages in category "Padmasa"

This category contains only the following page.