Difference between revisions of "Category:Sun God Altar"

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'''Level Range:''' 51-51
 
'''Level Range:''' 51-51
  
'''Builder:''' WinterRose
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'''Builder:''' [[User:WinterRose|WinterRose]]
  
 
== Directions ==
 
== Directions ==
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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
 
Walking route from [[Eragora_default_recall|Eragora default recall]]: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 2e, 3s
  
[[Portal |Portaling]] point(s) suggested: [[salad worker | salad worker]] is the beginning of the area. [[Seneca Rotberry]] is another portal point deeper in the area.
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[[Portal |Portaling]] point(s) suggested: [[Halfling Salad-Worker | Halfling salad-worker]] is the beginning of the area. [[Seneca Rotberry]] is another portal point deeper in the area.
  
 
== Connections ==
 
== Connections ==
* [[:Category:Eragora Walkways|Eragora Walkways]]
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* [[:Category:Eragora Walkways|Eragora Walkways]] ([[Eragora Walkways Map|map]])
* [[:Category:Halfling Tunnels|Halfling Tunnels]]
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* [[:Category:Halfling Tunnels|Halfling Tunnels]] ([[Halfling Tunnels Map|map]])
* [[:Category:Halfling's Paradise|Halfling's Paradise]]
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* [[:Category:Halfling's Paradise|Halfling's Paradise]] ([[Halfling's Paradise Map|map]])
  
 
== Navigation ==
 
== Navigation ==
  
The area is built in layers, with multiple vertical pathways connecting them. Top layer is mostly uncursed and recallable, and non-aggie. Lower levels are mostly cursed, but due to compactness of the zone every room is relatively close to a portallable point.
+
The area is built in layers, with multiple vertical pathways connecting them. Top layer is mostly uncursed and recallable, and non-aggie (most of the time, see below). Lower levels are mostly cursed, but due to compactness of the zone every room is relatively close to a portalable point.
  
 
== Adventuring ==
 
== Adventuring ==
  
Every layer is progressively more dangerous, starting from the top layer which presents no danger at all, and ending at the fourth layer which is teeming with aggressive monsters.
+
=== Aggressiveness and Dialogue ===
  
The sunling temple (northwest) on the top layer contains a monk cook, who carries [[assorted herbs and spices]], a burning hands pill. This pill is very useful for bzks and characters who are otherwise unable to area spell.
+
The difficulty of the area depends on your Eragoran allegiance, which can be [[Halfling Detective Quest|pro-halfling]], neutral or [[Mountain Adventurer Quest|pro-half-orc]].  
  
The middle layers feature some quests that reward in gear and almost certain doom.
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# In first case the place is rather docile, with friendly banter and open to questing and exploration. (Be advised, the corrals will always be hostile to all)
 +
# With neutral allegiance every layer is progressively more dangerous, starting from the top layer which presents no danger at all, and ending at the fourth layer which is teeming with aggressive monsters and halflings.
 +
# Half-orc allegiance will turn virtually entire area hostile and will close all quest avenues.
  
Lowest level are intended for large casters to run, either solo or in groups, due to high numbers of non-wielding undead mobs. Due to same reason runs there can easily be tanked by a priest.
+
When exploring this area, pay attention to the mobs - many halflings offer unique dialogue and are available for inquires, however some are easy to set off, especially if you have not proven yourself. Furthermore the banter and dialogue choices can change depending on your actions, so feel free to revisit the mobs after significant quest advances.
  
== CR info ==
+
To ''speak'' to the halflings select the highlighted word when prompted with a menu. Only ''say'' the one word that is highlighted from an entry.
  
On your (eventual) death your corpse will be recovered. By halflings. To the acolyte laboratory. Now, the acolytes are only studying corpse reanimation and can't do it yet properly, so you better hurry and get it back before they mess your corpse up!
+
=== Layout ===
  
Your corpse is actually transferred to a safeish, non-aggie room, to "help" you recover it in case you died in a swarmy room. Dying to the hands of [[Ruddloaf Mortlock]] or [[Haark]], '''will''' have unfortunate consequences for your corpse, as Ruddy is an animator, and Haark likes to eat corpses. Common sense advice would be - do not die to either. Ever.
+
The sunling temple (northwest) on the top layer contains a monk cook, who carries [[Assorted Herbs And Spices|assorted herbs and spices]], a [[Burning Hands|burning hands]] pill. This pill is very useful for bzks and characters who are otherwise unable to area spell.
  
However, death is inevitable, and if you die here is some helpful info.
+
The middle layers feature quests that reward in very powerful gear and insignia bonuses (and almost certain doom). See [[Seneca Rotberry]], [[Ruddloaf Mortlock]] and [[Grogbert Thunderbeard]] for some of these quests.
  
Dying will take you to an antimagic local cloud, which is also likely dark and has aggies roaming above it (only way out). To escape this entrapment, be fast:
+
Lowest level features the corrals which are intended for large casters to run, either solo or in groups, due to high numbers of non-wielding undead mobs. Due to same reason runs there can easily be tanked by a priest.
  
* heighten, sneak, u, c tele seneca, s
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== CR info ==
  
Heighten is needed since you cannot cast magic light, and as a result cannot teleport to Seneca. If you do not have heighten senses nor can sneak (wzd, etc), use your HiE racials, or if you lack those as well, be prepared to die a few more times for good measure while performing the following actions:
+
On your (eventual) death your corpse will be recovered. By halflings. To the acolyte laboratory. Now, the acolytes are only studying corpse reanimation and can't do it yet properly, so you better hurry and get it back before they mess your corpse up!
 
 
* quick 9, u, c fly, 2u, w
 
 
 
Once succesful with either, you will be at the Halffirmary. Remember to ask for some requiems, sleep a bit, and once ready start the actual CR:
 
 
 
* c pass, e, d, sneak (if possible), n (potentially aggie), w (almost certainly aggie, if caught q9 calm!), s, get all corpse
 
 
 
Here you will find your corpse unharmed.
 
  
== Comments ==
+
Your corpse is actually transferred to a safeish, non-aggie room, to help you recover it in case you died in a swarmy room. Dying to the hands of [[Ruddloaf Mortlock]] or [[Haark]], '''will''' have unfortunate consequences for your corpse, as Ruddy is an animator, and Haark likes to eat corpses. Common sense advice would be - do not die to either. Ever.
  
'''Random tip:''' Battling 5-6 mobs at once can be hard for smaller casters. You can reduce the number of mobs attacking you at a given time by utilizing the doors to the corrals, which are pass-proof but unlocked. Open and close them to control the flow of the mobs. Keep in mind that if you leave them open the aggressive mobs will spill into safe-ish rooms (like [[Grogbert Thunderbeard]]'s Armory) which are used as pp points, and will probably cost you your life later.  
+
Dying will take you to an antimagic local cloud, which is <strike>not</strike> ''should not be'' dark but has aggies roaming above it. With some examination of your surroundings you may escape using the same method halflings themselves access these corrals - without any danger to their well-being. (Just go e, u, w from local cloud through a secret and safe passage. No keys are required but the doors are lever-operated. Lever is at your feet. Try pull leg.)
  
Also, it is good manners to close the doors after you're done as a curtsey to other players - so, learn mob control. On related note, Fizzy's room can be used as a control valve for the mobs in this manner, since with both closed doors - the room is perfectly safe to rest and regenerate.
+
If you happen to get to safety without retrieving your corpse you can get back there easily by walking to [[Ruddloaf Mortlock]]. Your corpse will be in the room north of him.
  
 
[[Category: Hero Areas]] [[Category: Eragora]]
 
[[Category: Hero Areas]] [[Category: Eragora]]

Latest revision as of 18:05, 6 August 2022

Just westward from a small halfling village lies the quaint and friendly altar to the Sunling - a Sun God if you will, worshiped by the local halfling population. Presumably the protector and creator of the halfling race, the deity receives various offerings, mostly food from a wide palette of different sources - vegetables, meat, and an occasional well-seasoned half-orc.

A tourist to this remote location will find it interesting to observe the local rituals, as well as try the local cuisine, though the general trepidation surrounding the halflings indicates there is more than meets the eye going on around the altar. An occasional well-muffled scream may confirm this fear.

Level Range: 51-51

Builder: WinterRose

Directions

Walking route from Eragora default recall: 2s, d, 6e, 2s, 2e, 2s, e, 2s, 4e, 2s, 2e, d, 2e, 3s

Portaling point(s) suggested: Halfling salad-worker is the beginning of the area. Seneca Rotberry is another portal point deeper in the area.

Connections

Navigation

The area is built in layers, with multiple vertical pathways connecting them. Top layer is mostly uncursed and recallable, and non-aggie (most of the time, see below). Lower levels are mostly cursed, but due to compactness of the zone every room is relatively close to a portalable point.

Adventuring

Aggressiveness and Dialogue

The difficulty of the area depends on your Eragoran allegiance, which can be pro-halfling, neutral or pro-half-orc.

  1. In first case the place is rather docile, with friendly banter and open to questing and exploration. (Be advised, the corrals will always be hostile to all)
  2. With neutral allegiance every layer is progressively more dangerous, starting from the top layer which presents no danger at all, and ending at the fourth layer which is teeming with aggressive monsters and halflings.
  3. Half-orc allegiance will turn virtually entire area hostile and will close all quest avenues.

When exploring this area, pay attention to the mobs - many halflings offer unique dialogue and are available for inquires, however some are easy to set off, especially if you have not proven yourself. Furthermore the banter and dialogue choices can change depending on your actions, so feel free to revisit the mobs after significant quest advances.

To speak to the halflings select the highlighted word when prompted with a menu. Only say the one word that is highlighted from an entry.

Layout

The sunling temple (northwest) on the top layer contains a monk cook, who carries assorted herbs and spices, a burning hands pill. This pill is very useful for bzks and characters who are otherwise unable to area spell.

The middle layers feature quests that reward in very powerful gear and insignia bonuses (and almost certain doom). See Seneca Rotberry, Ruddloaf Mortlock and Grogbert Thunderbeard for some of these quests.

Lowest level features the corrals which are intended for large casters to run, either solo or in groups, due to high numbers of non-wielding undead mobs. Due to same reason runs there can easily be tanked by a priest.

CR info

On your (eventual) death your corpse will be recovered. By halflings. To the acolyte laboratory. Now, the acolytes are only studying corpse reanimation and can't do it yet properly, so you better hurry and get it back before they mess your corpse up!

Your corpse is actually transferred to a safeish, non-aggie room, to help you recover it in case you died in a swarmy room. Dying to the hands of Ruddloaf Mortlock or Haark, will have unfortunate consequences for your corpse, as Ruddy is an animator, and Haark likes to eat corpses. Common sense advice would be - do not die to either. Ever.

Dying will take you to an antimagic local cloud, which is not should not be dark but has aggies roaming above it. With some examination of your surroundings you may escape using the same method halflings themselves access these corrals - without any danger to their well-being. (Just go e, u, w from local cloud through a secret and safe passage. No keys are required but the doors are lever-operated. Lever is at your feet. Try pull leg.)

If you happen to get to safety without retrieving your corpse you can get back there easily by walking to Ruddloaf Mortlock. Your corpse will be in the room north of him.

Subcategories

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

Pages in category "Sun God Altar"

This category contains only the following page.