Difference between revisions of "Category:Halfling Tunnels"
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Either way, no trivial routes exist. | Either way, no trivial routes exist. | ||
− | [[Portal |Portaling]] point(s) suggested: | + | [[Portal |Portaling]] point(s) suggested: |
+ | |||
+ | The only in-area pp point is [[disguised halfling]], though this will take you to the Paradise side entrance, and you will have to navigate the maze. Alternative is to pp to [[Mezzo]], and then go e, n towards the Sun God Altar entrance. | ||
== Connections == | == Connections == | ||
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* [[:Category:Halfling's Paradise|Halfling's Paradise]] | * [[:Category:Halfling's Paradise|Halfling's Paradise]] | ||
+ | * [[:Category:Quarries and Mines|Quarries and Mines]] | ||
* [[:Category:Sun God Altar|Sun God Altar]] | * [[:Category:Sun God Altar|Sun God Altar]] | ||
== Navigation == | == Navigation == | ||
− | + | The area can be discerned as three connected parts: | |
+ | |||
+ | From the Halfling Paradise entrance is a maze, which is entirely [[anti-magic]] and populated by superaggie mobs. Life expectancy for casters is counted in seconds. | ||
+ | |||
+ | Once out of the maze, you will be in a series of linear corridors that extend to the west, and eventually some dead-end at north. These contain lots of aggie miners and are dangerous. | ||
+ | |||
+ | The third part is the collective 3x4 Great Hall, with adjoining Mess hall, Sparring chambers, Offices and Sleeping quarters to the west, and a small corral to the north of the Great Hall. | ||
+ | The hall contains even more aggie mobs, with harder soldiers and other halflings that spawn even more mobs on their deaths, etc. It's an extremely difficult area to explore. | ||
− | <font color=grey>I was unable to map this with a lvl 500 liz mage. As a matter of fact, | + | <font color=grey>I was unable to map this with a lvl 500 liz mage. As a matter of fact, I was unable to enter 3 rooms in with a lvl 500 liz mage, and only managed to "pass" through the area with a lord level caster and expeditious amounts of speedwalking.</font> |
== Adventuring == | == Adventuring == | ||
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Difficulty is much higher than the [[:Category:Halfling's Paradise|Halfling's Paradise]]. | Difficulty is much higher than the [[:Category:Halfling's Paradise|Halfling's Paradise]]. | ||
− | Area features an incredible amount of very-hard hitting, swarmy aggie mobs that all see through hidden and invisible. This makes the area not really soloable. Use a large brutish group and grind the area for the xp and loot. | + | Area features an incredible amount of very-hard hitting, swarmy aggie mobs that all see through hidden and invisible. This makes the area not really soloable. Use a large brutish group and grind the area for the xp and loot. Watch out for the summoning mobs since they might overwhelm you out of thin air. |
Area will auto-CR the players which makes it great for solo explorers that die (quickly) but will pose problems to an xp group due to inability of gurney-ing. | Area will auto-CR the players which makes it great for solo explorers that die (quickly) but will pose problems to an xp group due to inability of gurney-ing. | ||
[[Category: Hero Areas]] [[Category: Eragora]] | [[Category: Hero Areas]] [[Category: Eragora]] |
Revision as of 09:30, 1 June 2011
Fed up from years of slavery and abuse, the halflings from the southern halfling village have decided that it's time to take a stand and fight back! Rumor has it that one of the halfling villages is preparing a devious sneak attack on the half-orcs somewhere underground, but there is seemingly no evidence to support this for the time being...
Level Range: 51-51
Builder: Jakkbam
Directions
Walking route from Eragora default recall:
See the route to Sun God Altar. From here either run the entire Altar area to its conclusion, or enter 1e from salad worker to Halfling's Paradise and run that entire area to its conclusion.
Either way, no trivial routes exist.
Portaling point(s) suggested:
The only in-area pp point is disguised halfling, though this will take you to the Paradise side entrance, and you will have to navigate the maze. Alternative is to pp to Mezzo, and then go e, n towards the Sun God Altar entrance.
Connections
Known connections:
The area can be discerned as three connected parts:
From the Halfling Paradise entrance is a maze, which is entirely anti-magic and populated by superaggie mobs. Life expectancy for casters is counted in seconds.
Once out of the maze, you will be in a series of linear corridors that extend to the west, and eventually some dead-end at north. These contain lots of aggie miners and are dangerous.
The third part is the collective 3x4 Great Hall, with adjoining Mess hall, Sparring chambers, Offices and Sleeping quarters to the west, and a small corral to the north of the Great Hall. The hall contains even more aggie mobs, with harder soldiers and other halflings that spawn even more mobs on their deaths, etc. It's an extremely difficult area to explore.
I was unable to map this with a lvl 500 liz mage. As a matter of fact, I was unable to enter 3 rooms in with a lvl 500 liz mage, and only managed to "pass" through the area with a lord level caster and expeditious amounts of speedwalking.
Adventuring
Difficulty is much higher than the Halfling's Paradise.
Area features an incredible amount of very-hard hitting, swarmy aggie mobs that all see through hidden and invisible. This makes the area not really soloable. Use a large brutish group and grind the area for the xp and loot. Watch out for the summoning mobs since they might overwhelm you out of thin air.
Area will auto-CR the players which makes it great for solo explorers that die (quickly) but will pose problems to an xp group due to inability of gurney-ing.
Subcategories
This category has the following 2 subcategories, out of 2 total.
Pages in category "Halfling Tunnels"
This category contains only the following page.