Difference between revisions of "Category:Eragora"

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Revision as of 10:11, 2 January 2012

Area Quick-Links Table
Areas: 01-10 11-20 21-30 31-40 41-50 Hero Eragora Elite Hero Areas Lord Maps



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

Area Soloable (1) Danger / CR difficulty (2) Comment / Comparison
Sphynx Gate - - The introductory area.
Eragora Walkways All @ 101+ Trivial CR (mercy) The primary connector area. Good for small groups.
Akrikto's Farm All @ 101+ Trivial CR (mercy) Eragoran Tortuga Cay. Seriously.
Halfling Tunnels All @ 750+ Auto-CR Do with a large brutish group.
Exploration Outpost Some @ 999, need 3-6 superheroes for rest. Auto-CR Incredible fun, powerful quests. Do with a small/large group (sea/ship).
Halfling's Paradise All @ 999 Auto-CR in Deacon's room, other CR can be a pain. The quest might need a caster-heavy group, otherwise regular group.
Healing Springs All @ 101+ Auto-CR Solo / exploration / adventure!
Moonbay Village All @ 750+ Auto-CR Large solo / small group adventure!
Mountain Tunnels Maybe @ 999 Difficult CR (swarmy, many aggies along the way) Do with a small but powerful group. Often messy and quite hard.
Quarries and Mines All @ 300+ Auto-CR Regular group. Gassy environments (watch out splats!).
Rhuien Forest All @ 300+ Easy CR (mercy, aggies along the way) Read description to avoid deaths when passing Gate! Also, adventure here with a solo sorcerer (all saintly mobs).
Sun God Altar All @ 750+ Tricky CR, more info. Read description for CR information. Otherwise Lairs equivalent.

(1) Soloable represents the technical difficulty of a reasonable solo caster (or other easily soloable-class) to explore all rooms, reach all mobs, kill all mobs, and complete all quests (ie. explore and farm gear). Some quests simply cannot be done by a single character due to time or other constraints. You are of course the best judge of your own capabilities so take these numbers only as a rough guideline. This does NOT represent danger (death/gear-loss) of an area.

(2) With so many areas performing auto-CR and the statloss reduced by 50%, actual danger of Eragora is (and has always been) quite low. Only some areas will require an involved CR, but it's nothing that a solo character couldn't handle. However, to avoid deaths if you are small, do read up on the areas you intend to run. As for the actual dangers of the areas, a regular group will have little difficulty running all but the hardest areas (bring a healer if required).

Getting to Eragora

Players are not expected to travel between Midgaardia (and its!) and Eragora often due to relatively high (material) costs involved and time required to cross the ocean. Furthermore, if you are dedicated to running Eragora in a group, be sure to bring a spellup character to spell the party.

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. Be sure your entire group is in Charon's room since once the ferry takes off anyone left behind will need to pay for another trip. The passengers need not be grouped to be taken across, just be in the same room.

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 portalling 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. Get visible, exit (go east) and enter again (go west).

If successful, you will emerge back in the Sphynx Gate area, from where go westwards and then south to meet Kharon. Say "Mervue" and he will ferry you to Mervue, 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 due to difficulty of getting spells or self-spelling for most pre-101 classes. With a solid spellup-alt, even lowhero groups can run the less-dangerous areas of Eragora.

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%.