Category:Plane Of Water

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Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Hell (Gear)
Horavacui (Gear)
Areas in Water
Plane Of Water (Gear)
Reckoning (Gear)


The Elemental Plane of Water is a plane consisting entirely of liquid. The beings that call this plane home are usually very peaceful unless summoned to another plane. There they either follow the commands of the one who summoned them or go berserk trying to find a way home. However, strange things have begun to happen in the Elemental Planes, and the Plane of Water is no different. Normally placid elementals have become violent beasts, attacking anyone and anything that invades their domain.

Builder: Crowe

Directions

Plane to Water.

Connections

Reckoning: 3dwd from shift.

Navigation

maelstrom: s e from shift. Alternate directions include 4n e or 2n e n.

lloydable room (Stone Shelter): 2n e u. Or n e n u. Or s e s u (passing by Maelstrom on your way).

From stone shelter to maelstrom: d n.

The area is mostly a 4x4x4 or 5x5x5 cube, or so it seems. Not much bigger or smaller than that though, that's for sure.
There are a few minor irregularities in the exits. That is to say, you won't always get back to the same room if you backtrack your steps. If you run here more often, it's useful to know roughly where backtracking will and will not take tou back to where you came from.

If you go down from the stone shelter, the rooms e, se, s, sw, w, su, n and the stone shelter itself are all directly connected without any irregularities. So if the anchor is in place, that's a great set of rooms to get some xp in without getting lost. Feel free to expand this knowledge with more rooms connected here that allow backtracking. (I am pretty sure down from the shelter, 2 rooms in any direction are okay. ee, ww, nn, ss, dd. Need to check on ne, nw, nu, nd, en, es, eu, ed, wn, ws, wu, wd, sd.)

Adventuring

This is a nice place for a group of ~8 to get exp. It only has one sentinel mob at shift, and you can get a Ring Of Water by killing one of the three deadlies.

Almost every room in this area has eight exits. This creates two problems for us:

  • Sudden swarms can appear. Sometimes you can get away with running some small group exp here, but more often than not you get suddenly slammed by a huge wave. Sometimes this happens at shift, other times when spells are low.
  • This area is hard to regen in. Here are a few good places to regen:
    • Inside the maelstrom. From shift go s, e to reach the room with the maelstrom in it. Enter the maelstrom, deal with the surly (stabber), and regen. If you want to you can take on the water elemental ruler (who holds the tattoo) to the east. Otherwise your group must portal out.
    • The stone shelter: 2e n u from shift. This is the lloydable room on this plane. From here you can enter a nexus to Nothing if you choose.
    • Thorngate. If you win a fight by the skin of your teeth you might as well go back home and regen up proper. Consider making a shrine 2e. Retake shift when you're good and ready.
    • If you see a room with 3 invis mobs on scan (red eyes), that's icesphere room.

eventually these mobs will get their own pages, but for now here's the levels of some of the mobs in water proper:

Mob name Level Comment
A lesser Water Elemental 140  
A water elemental 142  
A large water elemental 145 Some are stabbers
A water viper 150  
A deadly Water Elemental 150 Some have bows, some have rings of water
A huge water elemental 155 Sentinel, some are thieves, some are casters
A storm wyrm 160 Wears storm-skin cloaks, has breath
The Greater Water Elemental 165 Shift mob, sentinel
A surly water elemental 175 Stabber

Subcategories

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