Difference between revisions of "Category:Rim"

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(updated area info)
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== Navigation ==
 
== Navigation ==
  
You enter into the area in a generally north-western location. The western part part of the area is dominated by a collection of wrecked ships, while the south-east is noted for its bloody waters - and many sharks. There is also a random part, lost amongst the wreckage, which seems to be accessed in a south-westerly direction.
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Area can be roughly divided into 3 major parts:
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* Rim Proper: Arriving near the center, most of this block is ''The Very Rim of the Sea'', that's weirdly connected into wavelike mesh. Southern part features one way connections to bloody waters and to get back one needs to visit the south-western mini-maze that apparently has random rooms.
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* Fog is the separator between sea rooms above and two distinct blocks containing some quest-related mobs and larger skinnable (more rewarding) mobs. Entrances to the fog appear and disappear randomly throughout the ''The Very Rim of the Sea'' rooms, sometimes scanning helps but due to general swarminess best bet is to just wander blindly and keep fingers crossed. Speedwalking helps. the fog itself is a random maze.
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* Lonely pocket of cool water: This part is reachable by wandering through the fog. Here is a safeish-looking infirmary with two questgivers, where one can respell and regen. Also in this block a small derelict ship appears at night, though the mechanics are yet unknown.
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* Calm Windless sea: Also connected to the fog, this part features a lot of very aggie and dangerous mobs that use nasty abilities. Entire part appears to be another random maze, but it ends with some southern-looking rooms that have the Storm Wyrm at their end - a large and nasty mob. No regen-friendly rooms have been found so far.
  
 
== Adventuring ==
 
== Adventuring ==
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The mobs here are high level (85+) and so they are worth a lot of xp, but they are tough to kill and they hit hard. They are also mostly aggressive, and in some cases actively seek out and hunt you. At least one mob ([[A southern white finned rorqual]]) takes no damage from splinter stones/arrows/bolts and also disarms.
 
The mobs here are high level (85+) and so they are worth a lot of xp, but they are tough to kill and they hit hard. They are also mostly aggressive, and in some cases actively seek out and hunt you. At least one mob ([[A southern white finned rorqual]]) takes no damage from splinter stones/arrows/bolts and also disarms.
  
There are at least two reasonably safe spots to heal up and respell, if you do not wish to leave the area - the entrance point, and at the top of the crow's nest.
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There are at least three reasonably safe spots to heal up and respell, if you do not wish to leave the area - the entrance point, the top of the crow's nest, and the dhow in the cool water block. None of these rooms are safe or mob-proof.
  
It is recommended to bring a boat in this area, as you will not be teleportable to, and cannot handily sanctum or recall out at short notice. There is at least one mob which carries a water breathing quaff.
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It is recommended to bring a boat in this area, as entire area is cursed and getting to it takes a bit of money and more importantly time.  
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 +
There is at least one mob which carries a water breathing quaff.
  
 
There are a number of interesting and unusual things that can happen in this area. Some seem random, some based on time of day, some on the weather, perhaps other things yet to be discovered.
 
There are a number of interesting and unusual things that can happen in this area. Some seem random, some based on time of day, some on the weather, perhaps other things yet to be discovered.
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This [[:Category: Areas |area]] was added on 10th of February 2013.
 
This [[:Category: Areas |area]] was added on 10th of February 2013.
 
This is a difficult area to explore, so there is only a partial map available at the moment.
 
  
 
[[Category: Hero Areas]]
 
[[Category: Hero Areas]]

Revision as of 19:06, 21 January 2014

At the farthest known reaches of the ocean, at the very edge of mortal endurance, there is said to be a swath of calm water where the wind abates, and where careless crews may find their ships hopelessly adrift.

Only the wisest and toughest seafarers, whose skills have been honed through generations of tradition, can safely navigate the treacherous Rim of the Sea of Strayed hopes. Beyond lies the realm of living myth, from where no mortal ships have returned, where the sea gods of the islanders still roam free.

The domains of man and myth mingle on the Rim. Adventurers should expect brushes not only with gods, but also terrifying monsters that might pass for them, and with other impudent mortals who dare seek their fortunes in the shadows of giants.

Level Range: 51-51

Builder: Scevine

Directions

This area is not directly connected to the existing map.

Start by finding practitioners of old island traditions, for one. Do note that since ordinary travel to the Rim is so perilous, you may have to do some work to even secure passage. -- Scevine

Connections

None.

Navigation

Area can be roughly divided into 3 major parts:

  • Rim Proper: Arriving near the center, most of this block is The Very Rim of the Sea, that's weirdly connected into wavelike mesh. Southern part features one way connections to bloody waters and to get back one needs to visit the south-western mini-maze that apparently has random rooms.
  • Fog is the separator between sea rooms above and two distinct blocks containing some quest-related mobs and larger skinnable (more rewarding) mobs. Entrances to the fog appear and disappear randomly throughout the The Very Rim of the Sea rooms, sometimes scanning helps but due to general swarminess best bet is to just wander blindly and keep fingers crossed. Speedwalking helps. the fog itself is a random maze.
  • Lonely pocket of cool water: This part is reachable by wandering through the fog. Here is a safeish-looking infirmary with two questgivers, where one can respell and regen. Also in this block a small derelict ship appears at night, though the mechanics are yet unknown.
  • Calm Windless sea: Also connected to the fog, this part features a lot of very aggie and dangerous mobs that use nasty abilities. Entire part appears to be another random maze, but it ends with some southern-looking rooms that have the Storm Wyrm at their end - a large and nasty mob. No regen-friendly rooms have been found so far.

Adventuring

The mobs here are high level (85+) and so they are worth a lot of xp, but they are tough to kill and they hit hard. They are also mostly aggressive, and in some cases actively seek out and hunt you. At least one mob (A southern white finned rorqual) takes no damage from splinter stones/arrows/bolts and also disarms.

There are at least three reasonably safe spots to heal up and respell, if you do not wish to leave the area - the entrance point, the top of the crow's nest, and the dhow in the cool water block. None of these rooms are safe or mob-proof.

It is recommended to bring a boat in this area, as entire area is cursed and getting to it takes a bit of money and more importantly time.

There is at least one mob which carries a water breathing quaff.

There are a number of interesting and unusual things that can happen in this area. Some seem random, some based on time of day, some on the weather, perhaps other things yet to be discovered.

Comments

Warning: This area is all no-quit, no-linkrefresh, cursed (and thus no Sanctum either). Teleport/portal out is still available.

This area was added on 10th of February 2013.

Subcategories

This category has the following 3 subcategories, out of 3 total.

Pages in category "Rim"

This category contains only the following page.