Difference between revisions of "Category:Eragora"

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Most of the Eragoran areas are connected to the [[:Category:Eragora Walkways|Eragora Walkways]], which serves as a connector area. Among exceptions is the [[:Category:Sphynx Gate|Sphynx Gate]], which connects to the [[:Category:Rhuien Forest|Rhuien Forest]], which in turn connects to the Eragora Walkways.  
 
Most of the Eragoran areas are connected to the [[:Category:Eragora Walkways|Eragora Walkways]], which serves as a connector area. Among exceptions is the [[:Category:Sphynx Gate|Sphynx Gate]], which connects to the [[:Category:Rhuien Forest|Rhuien Forest]], which in turn connects to the Eragora Walkways.  
  
Navigation within the continent functions normally, but players lack means to exit the continent, except via the Sphynx Gate where they came in. This means that teleporting out of Eragora and going to Sanctum are not possible. Teleportation within Eragora functions normally. Dying will keep the players on the continent, and most (if not all) areas in Eragora have their own death rooms (function served by "The Cloud" in the rest of Midgaardia).
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Navigation within the continent functions normally, but players lack means to exit the continent, except via the Sphynx Gate where they came in. This means that teleporting out of Eragora and going to Sanctum are not possible. Teleportation within Eragora functions normally. Dying will keep the players on the continent, and all areas in Eragora have their own death rooms, a function served by "The Cloud" in the rest of Midgaardia.
  
 
== Adventuring ==
 
== Adventuring ==
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Areas are not designed to accommodate mortals or low heroes. 101+ heroes are welcome to explore and group on Eragora, but keep in mind many areas contain large amounts of aggressive mobs and are quite dangerous.
 
Areas are not designed to accommodate mortals or low heroes. 101+ heroes are welcome to explore and group on Eragora, but keep in mind many areas contain large amounts of aggressive mobs and are quite dangerous.
  
Since spell bots of any kind are forbidden, players are expected to be able to self-spell, or group with other players capable of spelling the party. This in turn means different tempo of running than most players are used to, with the difficulty depending on the party composition.
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Since spell bots of any kind are forbidden, players are expected to be able to self-spell, or group with other players capable of spelling the party. This in turn means a different tempo of running than most players are used to, with the difficulty depending on the party composition.

Revision as of 07:56, 29 May 2011

Ah! The lost, forgotten continent of Eragora on the eastern edges 
of the Sea of Strayed Hopes. Unearthed due to seismic activity 
attributed to the geomancer Tannah Machadae, this land is truly
a sliver of time straight from the past, populated for eons by
warring half-orcs and their slaves, the halflings. Eragora is
only accessible by ferry, which can be caught from the docks
of Mervue.

NOTE: Spellbots are not permitted on Eragora. You must be at your
keyboard and viewing your Avatar screen to spell up others!

This is a collection of areas that are part of the Hero Area Building Contest, initially released in May 2011. Most of the areas are player made.

Eragora areas function at somewhat different rules than the rest of Midgaardia, and you can read the completely unofficial fan-made Eragora Survivalist Guide that will explain the major differences.

Eragora Areas

Eragora is comprised of:

With more areas expected to be built at a later date, possibly within another contest.

Directions

Starting/introduction area is the Sphynx Gate. See this area for directions how to reach the continent. Players are not expected to travel between Midgaardia (and its Sanctuary!) and Eragora often due to relatively high (material) costs involved and time required to cross the ocean.

Navigation

Most of the Eragoran areas are connected to the Eragora Walkways, which serves as a connector area. Among exceptions is the Sphynx Gate, which connects to the Rhuien Forest, which in turn connects to the Eragora Walkways.

Navigation within the continent functions normally, but players lack means to exit the continent, except via the Sphynx Gate where they came in. This means that teleporting out of Eragora and going to Sanctum are not possible. Teleportation within Eragora functions normally. Dying will keep the players on the continent, and all areas in Eragora have their own death rooms, a function served by "The Cloud" in the rest of Midgaardia.

Adventuring

Areas are not designed to accommodate mortals or low heroes. 101+ heroes are welcome to explore and group on Eragora, but keep in mind many areas contain large amounts of aggressive mobs and are quite dangerous.

Since spell bots of any kind are forbidden, players are expected to be able to self-spell, or group with other players capable of spelling the party. This in turn means a different tempo of running than most players are used to, with the difficulty depending on the party composition.