Difference between revisions of "Category:Halfling's Paradise"
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− | + | ''On the outskirts of Eragora lies a small village which is the halfling inhabitant's best shot at a normal life. It's not really that, as the locals are still enslaved by the half-orc regime; but they have enough time to chase dreams and make merry. Still, their poverty and misery is unmistakable, and are slowly taking their toll. There are rumors of a resistance, some ragtag band of rebels determined to overthrow their cruel masters, but is there really any hope? Or will they be spending most their lives living in a halfling's paradise?'' | |
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'''Level Range:''' 51-51 | '''Level Range:''' 51-51 | ||
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Walking route from [[Eragora_default_recall|Eragora default recall]]: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 2e, 3s, e | Walking route from [[Eragora_default_recall|Eragora default recall]]: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 2e, 3s, e | ||
− | [[Portal |Portaling]] point(s) suggested: [[ | + | [[Portal |Portaling]] point(s) suggested: [[Clam-Digger|clam girl]], [[Halfling Fisherman|old halfling fisherman]]. |
== Connections == | == Connections == | ||
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== Adventuring == | == Adventuring == | ||
− | The area features an very high ratio of aggressive mobs to non-aggressive ones, and all the mobs see hidden and invisible, as well as hit very hard. Soloing is very difficult even for large casters, so the area should be run in proper groups. The lower layer features even harder mobs and the area's grand finale, [[ | + | The area features an very high ratio of aggressive mobs to non-aggressive ones, and all the mobs see hidden and invisible, as well as hit very hard. Soloing is very difficult even for large casters, so the area should be run in proper groups. The lower layer features even harder mobs and the area's grand finale, [[Deacon (Halfling's Paradise)|Deacon]] is an epic mob, a situation not helped by his two large sidekicks. Attack him only in large groups to be ''safe''. |
Alignment is evil for the most part with some exceptions of the non-aggie mobs and the Nerve Center room mobs, so there should not be any alignment issues. | Alignment is evil for the most part with some exceptions of the non-aggie mobs and the Nerve Center room mobs, so there should not be any alignment issues. | ||
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Area also offers some nice quests and is intriguingly written, so adventures might find something interesting to do here and discover, and obtain some very nice gear items. | Area also offers some nice quests and is intriguingly written, so adventures might find something interesting to do here and discover, and obtain some very nice gear items. | ||
− | Area | + | Area does not auto CR with the exception of the hardest room, the Deacon's. Dying to Deacon or his cronies will auto-CR the player, should you wander in by accident, fortunately. |
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+ | == Comments == | ||
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+ | '''CR info:''' If you are battling the Deacon and see you are going to loose, which is not all that unexpected, do not make a mistake of panicking and trying to flee. You will flee east into the guards and will make your CR a much more difficult affair. Rather, mana permitting, calm and teleport out, or, assuming you are out of mana (the primary reason of dying, usually), just let him kill you for the free auto-CR. | ||
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+ | Once in the local cloud with your corpse at your feet, remember there is a stationary aggie mob 1w from you. So, grab your stuff and recall out (this local cloud is antimagic) or rest a bit for the hps, and then sneak past him, if possible. | ||
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+ | '''Random note:''' A 999 drg mag/wzd will likely not survive Deacon and his guards due to not having enough mana. s5 disints are not very mana efficient, there is no helping that. If at all possible, target Deacon and calm/teleport out when he dies. | ||
[[Category: Hero Areas]] [[Category: Eragora]] | [[Category: Hero Areas]] [[Category: Eragora]] |
Latest revision as of 09:11, 11 January 2012
On the outskirts of Eragora lies a small village which is the halfling inhabitant's best shot at a normal life. It's not really that, as the locals are still enslaved by the half-orc regime; but they have enough time to chase dreams and make merry. Still, their poverty and misery is unmistakable, and are slowly taking their toll. There are rumors of a resistance, some ragtag band of rebels determined to overthrow their cruel masters, but is there really any hope? Or will they be spending most their lives living in a halfling's paradise?
Level Range: 51-51
Builder: Mekrith
Directions
Walking route from Eragora default recall: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 2e, 3s, e
Portaling point(s) suggested: clam girl, old halfling fisherman.
Connections
The area is two-layered, with the top layer being only partially cursed, and lower layer being fully cursed. There are multiple connections between the two layers, so it can be run in a non-linear fashion.
Only three rooms are water rooms, and these can be avoided easily.
Adventuring
The area features an very high ratio of aggressive mobs to non-aggressive ones, and all the mobs see hidden and invisible, as well as hit very hard. Soloing is very difficult even for large casters, so the area should be run in proper groups. The lower layer features even harder mobs and the area's grand finale, Deacon is an epic mob, a situation not helped by his two large sidekicks. Attack him only in large groups to be safe.
Alignment is evil for the most part with some exceptions of the non-aggie mobs and the Nerve Center room mobs, so there should not be any alignment issues.
Area also offers some nice quests and is intriguingly written, so adventures might find something interesting to do here and discover, and obtain some very nice gear items.
Area does not auto CR with the exception of the hardest room, the Deacon's. Dying to Deacon or his cronies will auto-CR the player, should you wander in by accident, fortunately.
Comments
CR info: If you are battling the Deacon and see you are going to loose, which is not all that unexpected, do not make a mistake of panicking and trying to flee. You will flee east into the guards and will make your CR a much more difficult affair. Rather, mana permitting, calm and teleport out, or, assuming you are out of mana (the primary reason of dying, usually), just let him kill you for the free auto-CR.
Once in the local cloud with your corpse at your feet, remember there is a stationary aggie mob 1w from you. So, grab your stuff and recall out (this local cloud is antimagic) or rest a bit for the hps, and then sneak past him, if possible.
Random note: A 999 drg mag/wzd will likely not survive Deacon and his guards due to not having enough mana. s5 disints are not very mana efficient, there is no helping that. If at all possible, target Deacon and calm/teleport out when he dies.
Subcategories
This category has the following 3 subcategories, out of 3 total.
Pages in category "Halfling's Paradise"
This category contains only the following page.