Category:Eragora

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Revision as of 16:16, 13 November 2011 by WinterRose (talk | contribs) (some minor updates)
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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!


Eragora is a collection of areas that are part of the Hero Area Building Contest, initially released in May 2011, as well as those areas produced afterwards. 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:

Area Difficulty (*) Auto-CR Comment / Comparison
Sphynx Gate - - The introductionary area.
Eragora Walkways Average No The primary connector area. Good for small groups.
Akrikto's Farm Easy No Eragoran Tortuga Cay. Seriously.
Halfling Tunnels Murderous Yes Do with a large brutish group.
Exploration Outpost Hard (with murderous parts) Yes Incredible fun, powerful quests. Do with a small/large group (sea/ship).
Halfling's Paradise Very hard (with insane parts) Only in Deacon's room Do with an average brutish group or caster heavy group for the quest.
Healing Springs Easy Yes Solo / exploration / adventure!
Moonbay Village Average (with murderous parts) Yes Large solo / small group adventure!
Mountain Tunnels Insane No Do with a small but powerful group.
Quarries and Mines Very hard Yes Do with a large group (hp-wise).
Rhuien Forest Average No Read description to avoid deaths when passing Gate! Also, adventure here with a solo sorcerer.
Sun God Altar Hard (with murderous parts) Yes, for the opposite team. Read description for CR information. Intended for caster solo/groups.

(*) Difficulty being defined as a subjective perception of the ability for a solo caster of noticeable proportions (500+) to make progress in an area, explore it, defeat all mobs and solve all quests.

More areas are expected to be built at a later date, possibly within another contest.

Getting to Eragora

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.

Go to Ent's Bank and withdraw a ruby. Go 4s and give the ruby to Charon, which will take you over the sea on his ferry. Once you arrive, you will be at Sphynx Gate. This is the starting/introductory/philosophical area, that may warrant attention for some players.

Move south and eastwards to encounter the twin Sphynx. See the Sphynx Gate info to help you survive the process of entering Eragora proper.

Escaping Eragora

Getting through the Sphynx Gate is trivial, getting out may not be for many. The easiest way is to portal to Rainbow Plant, which is a stationary aggressive mob 2e from the gate. Sneak, enter portal, and go immediately 2w. If you get attacked by the plant or a possible wandering mob 1w from the plant, there is little to do than to kill it and proceed.

If the plant is dead, try portaling to Guardian, which roams the Rhuien Forest. Look portal before entering since there is another guardian in Halfling's Paradise which is very aggie and very nasty. The portal should describe a forest, in which case you have the correct one. Guardian is also aggie, so be quick and go westwards. If you cannot go west, go north or south until you can, and then west again. Repeat this process until you are out, and watch for the aggressive mobs along the way.

If the twin Sphynx do not react when you enter their room, you are invisible. Go visible, exit (go east) and enter again (go west).

If successful, you will emerge in the Sphynx Gate area, from where go westwards and then south to meet Kharon. Say "Mervue" and he will ferry you to Midgaardia.

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.

Eragora Affects

Hand of God is permanently disabled on Eragora.

Eragora currently has +10% Experience bonus, and statloss is reduced by 50%.