A Disturbed Pyramid A Forsaken Oil Well A Ghost Town A Hill Giant Refuge A Hydra's Den Aequtus Alyria An Abandoned Lighthouse An Abandoned Oil Well Arcane Archipelago Arena Atlantis Bandit Camp Bazaar Begora's Sanctuary Capture the Flag Arena Catacombs of Shame Cavhfail Challenge Arenas Chanctonbury Woods Chat Rooms Chat Rooms Wilderness Complex d'Amour Curse of Xazra Daggerwind Reef Decara Realty Desert of Thorn Domain of Arbaces Dungeon Wroth Dungeon Odious Dungeon Deceit Dungeon Avarice Eanoss Azelmar Easter Quest Emperor's Crossroads Ethereal Void Faerie Plane Wilderness Focault's Residence Frigate's End Frost Giant's Keep Genauras Gilvery Glarshak Gorth Great Alyrian Underground Grimbold's Annex Gypsy Village Hall of Honor Hellbent Mountain Hotel Hello Human Outpost Ingenii Offices Inn of the Twin Moons Irda Isle Irda Isle Caverns Isle of the Sea Hag Jalur Lumber Camp Kessarian's Dungeon Lair of the Ice Witch Lasler Valley Limbo Limbo Maze Lowangen Magencia Maldra Keep Mandrake Woods Mini Quests and Games Mount Vesuvius Naulitas New Rigel Gardens New Rigel Realty New Kolvir Ofstadt Monastery Ogre Village Old Federation Clan Hall Old Armageddon Clan Hall Old Dark Order Clan Hall Old Empire Clan Hall Old Stargazer Clan Hall Palamire Palace of Diocletian Pelican's Demise Pirate's Cove Realty Pirate's Cove Rahdiyr Rune Graveyard Rune Estates Rune Forest Rune Realty Runic Castle Seelie Castle Shadow Castle Shlarksh Shrine of Dira Shrine of Maradas Shrine of Gath Shrine of Ithrilis Shrine of Vandyne Sigil Realty Sigil Sigilian Crossing Sigil Underground Smuggler's Cave Strange Ruins Takhtin Tavern of the Boars Tellerium Tellerium Realty Temple of Sumter Temple Crypt Templeton The Village of Muldar Lohk Mulvar The Village of Mulakanathos The Sigilian Stronghold The Mountain Village of Teolaven The Hamlet of Winton The Village of Lasler The Xaventry Stronghold The Lamb's Pasture The Proving Grounds The Village of Colyon The Wandering Sidhe The Templetonian Stronghold The Lonely Dragon Inn The Sacred Temple of the Tentacle Cult of Metonychoseuthis, with Swiveling Hooks The Wreck of the Feisty Wench The Saucy Wench Tavern The Towne of New Rigel The Fishing Village of Dorathon The Towne of Xaventry The Angry Whale The Covian Stronghold Three-Bearded Jake's Tower of Aroxa Tower of Art Tower of Riga Towne of Rune Towne of Decara Traveler's Retreat Troglodyte Village Unseelie Castle Van Pelt's Emporium Verity Isle Vir Vospire Winterborn Mansion Xalt, Unseelie Outpost Xaventry Realty
Posted 18 April 2010 - 12:23 AM
Posted 18 April 2010 - 02:23 AM
This forsaken region is best suited for the well equipped 2nd classer and his friends--not for the faint of heart, this region offers various rewards, including quest points, palladium gear, and rumors state a mark may be obtained for those who unravel the mysteries surrounding the pyramid. Circuitous in nature and instilling fear in its very walls, the pyramid is home to some terrifying mobs--so bad, in fact, that many will prevent you from fleeing, and some even drop their spirits when slain! Be prepared to dig around, as the structure is filled with illusions, to the point that it could very well make your head dizzy. As usual, pay attention to the various wants and needs of NPCs to maximize your rewards, but be aware of your surroundings and don't get caught up in the flow of things--it could easily need to chaos. If you're seeking the famed palladium gear, you would do well to bring any interesting items you find or loot to the archaeologist, provided the blind old man isn't napping, and can see you. Also remember the treasure collector is willing to take most anything you find off of your hands. Aside from the spirits and gargoyles which inhabit the pyramid, those looking for more adventure would do well to dig around at the most dangerous part of the first level, and be prepared to deal with some entropy by oneself. When in doubt, search around and explore. Legend has it that a witch looks to reincarnate herself and reign from the top of her pyramid...bolster your courage, brave the chaos and inescapable clutches of witches, wizards, guardians, sharks, and shadows to win over witchcraft!
Posted 18 April 2010 - 02:54 AM
The Hill Giant refuge, located just northwest of Rune, is a tranquil spot of land dedicated to the peaceful hill giants. Upon first entry to the refuge, you'll notice many exhausted and hungry young giants, some of who decide to sleep peacefully, others who visit Finn in his Tavern. Outside of camp, various wild animals frolic near the ponds, only disturbed by the powerful booming of the giants working in the mines, both for iron and for gems. Like most beings granted immense strength and vitality, giants use their brawn to achieve whatever goal they have in mind. However, they often begin working without thinking, and sometimes this can lead to working as if they were beating their heads against a wall. It would indubitably be rewarding to assist the giants in their hunt for iron and gems, perhaps by figuring out a tool they could use to mine more efficiently, and once their mining, by giving them some way to haul their loot back to the overseer. Aside from the giants, you're unlikely to find much to your interest, unless you feel like placing a bet with a shady giant or visiting Tern's restaurant. All of the miners are protected, so the only sport you'll find is in the wild animals and the off-duty hill giants.
Posted 18 April 2010 - 03:45 AM
Posted 18 April 2010 - 05:03 AM
A wrote a bloody guide to Vospire, still waiting on my RU for that, kthx.
Well, do some field triage, clean/dress it up and post it.
Posted 18 April 2010 - 07:35 PM
Posted 18 April 2010 - 08:09 PM
Posted 18 April 2010 - 08:16 PM
Many of these areas already have existing descriptions in the current Atlas. If an area has a description and you'd like to build off of that/add hints/etc., we'd appreciate that
This is for the new website.
Posted 18 April 2010 - 08:23 PM
Posted 18 April 2010 - 10:09 PM
Posted 19 April 2010 - 12:43 AM
The Tower of Riga is a remote place designed to test new adventurers before they multi-class into their next class. In order to get there you must find a recently-retired adventurer located in several cities. One such city is in Sigil located close to the Temple Courtyard. The adventurer requires 25,000 gold to transport you to a remote location nearby the Tower of Riga. Use the Survey command to discover the direction and enter the Tower.
The Tower of Riga is a dangerous place and should not be taken lightly. Every floor is comprised of various and often devious ways of thwarting any un-expecting adventurer. In order to ensure your safety you will need to bring.
:bpotion: Food and Water- Enough to sustain you on a potentially long journey. Make sure to fill your water supply at the fountain before going up. There are area’s within the Tower that offer other ways to get water.
:candle: Light Sources- Some can be found throughout the Tower but you should prepare and expect that you will find none. War banners work very well for this.
The creatures that reside within the walls of the Tower do not like visitors and have built many powerful traps to slow down or prevent the theft of their precious ore. To ensure your safety as well as the survivability of your equipment , precautionary measures must be considered.
:bomb: Insulated Containers- With enough room in them to carry up to several hundred dark shiny objects.
:flame: Insulated Gear- While not a requirement, it can be a hassle to have spell equipment get destroyed. Consider bringing an extra haste item like a scarf.
:bbook: Also note that bringing expensive gear, like certain spell books and such can be hazardous to your bank account.
:wall: Since you are probably going to be carrying a lot of stuff on your journey, having very high strength will help a lot. Preferably max your strength out to minimize the amount of trips to the Tower.
Many creatures take residence here and should not be taken lightly. While some of them are easier than others, certain events can unfold that spells doom to any un-expecting adventurer. An example would be that upon entry into a room you trigger a trap while simultaneously aggravating an aggressive creature in the room. Preying on your loss of health, you can be made an easy target.
Tell be told, any adventurer able to journey to the top is met by a truly formidable foe. Slaying this creature can yield good fortune, and more than you came here for.
:compass: Rogues can be a great asset in your adventures here. They are able to detect and disarm traps as well as make it easier and safer on your journeys skyward.
Upon completion of all your goals or to unload all your gem stones, either recall or make your way down to the very first floor. If you choose to recall go north to the druid at the fountain. Hand him 10,000 gold and he will transport you back to Sigil. Happy hunting and remember have fun.
Posted 19 April 2010 - 12:52 AM
Spend all your time here. Never leave. The world is a cruel place. p.s. bring a form
Posted 19 April 2010 - 05:00 AM
To the west of New Rigel, within the Callias Mountains, dark dungeons are home to a settlement of orcs and their prisoners. Few know exactly what occurs there, and of the few who have been willing to find out most refuse to speak of what they saw. Rumors abound of great treasures in the deepest levels of the dungeons for those able to navigate the hewn passages within this rudimentary orc settlement. Often mildly experienced adventurers will travel here in search of equipment and treasures unique to the area. This area is often prone to the kidnappings of gnomes and as such don't be suprised if sent on a task to free them by the lord of the land. As you explore the area you will find this area also serves as a jail and grounds for a great deal of animal testing. Do not be suprised when you visit. You might see Kobolds functioning as the servant population in order to keep things in order.
:masks: Few have yet unraveled the cryptic dialect the orcs use to communicate. Some say this tongue holds the key to accessing the hidden depths of this forlorn place, some even say when used in the right combination its power can exponentially expand to allow travel to areas outside of the dungeon.
:masks: Deep in the bowels of the dungeon many adventurers bring their prized body parts captured from kills in order to receive a bit of free training but this takes pursuing your dreams of being the most well trained in the land.
:masks: Spending quality time with a prisoner and releasing him may reward you for the good deed and mention another member of importance in this dungeon.
:masks: It has long been rumored that Sellan may be hiding in the lower levels of the dungeon in disguise who might lead you to the Orc Master if the right price is paid
Posted 20 April 2010 - 04:03 PM
Posted 20 April 2010 - 04:18 PM
This forsaken region is best suited for the well equipped 2nd classer and his friends--not for the faint of heart, this region offers various rewards, including quest points, palladium gear, and rumors state a mark may be obtained for those who unravel the mysteries surrounding the pyramid. Circuitous in nature and instilling fear in its very walls, the pyramid is home to some terrifying mobs--so bad, in fact, that many will prevent you from fleeing, and some even drop their spirits when slain! Be prepared to dig around, as the structure is filled with illusions, to the point that it could very well make your head dizzy. As usual, pay attention to the various wants and needs of NPCs to maximize your rewards, but be aware of your surroundings and don't get caught up in the flow of things--it could easily need to chaos. If you're seeking the famed palladium gear, you would do well to bring any interesting items you find or loot to the archaeologist, provided the blind old man isn't napping, and can see you. Also remember the treasure collector is willing to take most anything you find off of your hands. Aside from the spirits and gargoyles which inhabit the pyramid, those looking for more adventure would do well to dig around at the most dangerous part of the first level, and be prepared to deal with some entropy by oneself. When in doubt, search around and explore. Legend has it that a witch looks to reincarnate herself and reign from the top of her pyramid...bolster your courage, brave the chaos and inescapable clutches of witches, wizards, guardians, sharks, and shadows to win over witchcraft! *Be prepared for CPK, underwater, dizzy rooms, illusions, and no-flee mobs * Bring a shovel to dig around and keep a thief friend handy to get past locked doors *Try giving objects you find the the knowledgeable archaeologist, and remember the treasure collector may have rewards from the Fairy plane *The Mark of Witchcraft is available to those who look carefully and vanquish the resident Witch!
A Hill Giant Refuge
The Hill Giant refuge, located just northwest of Rune, is a tranquil spot of land dedicated to the peaceful hill giants. Upon first entry to the refuge, you'll notice many exhausted and hungry young giants, some of who decide to sleep peacefully, others who visit Finn in his Tavern. Outside of camp, various wild animals frolic near the ponds, only disturbed by the powerful booming of the giants working in the mines, both for iron and for gems. Like most beings granted immense strength and vitality, giants use their brawn to achieve whatever goal they have in mind. However, they often begin working without thinking, and sometimes this can lead to working as if they were beating their heads against a wall. It would indubitably be rewarding to assist the giants in their hunt for iron and gems, perhaps by figuring out a tool they could use to mine more efficiently, and once their mining, by giving them some way to haul their loot back to the overseer. Aside from the giants, you're unlikely to find much to your interest, unless you feel like placing a bet with a shady giant or visiting Tern's restaurant. All of the miners are protected, so the only sport you'll find is in the wild animals and the off-duty hill giants. *The Mark of Assistance is available for those who contrive a way to aid the Hill Giants *Hill Giants tend to discover gems immediately after you give them some help, but if they don't, make sure you're there with something to help them carry their rewards back to the taskmaster. *There are two mines in this area--if you're looking for gems, be sure to use both to double your chances!
Posted 20 April 2010 - 05:05 PM
The mysterious Tower of Art lies to the northeast of Lowangen, surrounded on all sides by impassable mountains and emanating an aura of evil. The tower is organized into 6 levels, with a dangerous lair and several levels of basement. Almost all of the inhabitants of the tower are evil, with the exception of the Grand Master Paladin, his guards, and the Arbiters which judge those who pass up through the levels. The first level of the tower is the most benign, consisting of a library (and librarian), several hidden demonic guards, and a few miscellaneous, generally harmless mobs. Above, on level two, dwells Grimbold the necromancer and his army of zombies. Level 3 holds several guardians, the Dark Master and his zombies and trolls. The fourth level is home to the Royal family, including royal assassins, the Queen of Fourth, her demonic child, and their guards, not to mention the jester Balaria and her minions, who dwells in chaos. Almost at the top of the tower is the Grand Master paladin and the shrine of the apocalypse. The final level of Art holds a healing room before Fendawyr the half-dragon and the defiled paladins surrounding him. The very top of the tower is home to the great shadow worm Drassk and his offspring, while the basement holds Grimbold's slaves, guards, and a bronze titan the size of the neighborhood you grew up in. *The Mark of Necromancy is available, closely related to Grimbold *The entire tower is PK, with the majority being NPK. Be aware that Balaria, Fendawyr, and Draask all lurk in CPK! *There are many locked doors in the tower--generally speaking, the appropriate key is dropped by a mob near the door. Some doors are easier to bash though! *Rumors tell that the key to Sanctity gear is held by the Grand Master Paladin! *The Bronze titan is responsible for opening up an archon area (INSERT HINT HERE) *Fendawyr's soul may be important to other sorcerers throughout Alyria *Grimbold becomes immensely powerful at night--the very corpses of your slain enemies are animated by his dark magic!
Posted 20 April 2010 - 05:44 PM
Sunken in the frozen tundra on north Avros, the Lair of the Ice Witch is a curious occurrence--entirely NPK, this area can only be visited by players of the same class at one given time. However, this dungeon is dangerous enough, as the various frozen adventurers and animated inanimate objects attest. Set up in levels, a small amount of investigation should lead you down several times to the ice witch. She is a Gorgon, cursed with the ability to turn mortals to stone and bound to wander her icy caverns alone. Her gaze can stone curse, and she is an adept witch as well. As if that were not enough, she can sprout offspring which are often immune to one or more types of damage. The casual adventurer has no business here--venture only into the Gorgon's lair if you are looking for a fight! *The Mark of Animation is available in this area *The Mark of Chains is available in this area *The ice witch is said to become enraged at the presence of multiple mortals, and becomes proportionately harder to slay! *Gorgon's blood is the only cure for stone curse, but it is so corrosive it cannot be held in a normal vessel *It may be difficult to climb out of the Gorgon's lair without the proper equipment *Be prepared to take periodic cold damage! *A young druid wandering around Jalur is said to have once geared up to slay the animator--he may have some supplies for sale *Stone curse is a deadly predicament--one look from the Gorgon animator can shatter you, causing instant death!
Posted 20 April 2010 - 07:05 PM
Shadow Castle is nestled in the dark expanses of ancient Mandrake Forest, to the northeast of the Town of Xaventry. It is essentially a training ground for all assassins and those devoted to becoming one with the shadow. Filled with various levels of assassins, from neophyte to master, these thieves are likely to stab you in the back at every turn. While they rely on their physical stealth and cunning to surprise a victim, the guild is not ignorant of the power of magic, and worship Night. The Sorceress of Shadows resides on her balcony above the garden courtyard to the west, and several assassins research magic upstairs. The Guildmaster lurks behind a locked door, but welcomes challengers, many of which reap the benefits of Midnight Gear. It is rumored that the great balrog Abacax lurks beneath the castle, but finding him requires traveling to nearby Xaventry and braving chaotic player killing--certainly for archons only! For the less experience adventurer, there creep various shadows, ghouls, ghasts, zombies, and demons in the Shadow maze, which leads to the Lich. *The Mark of Dusk is available in this area. *The Sorceress of Shadows is known to teleport throughout the castle *Look carefully for a wall missing a brick--at the end of this passage, one is likely to find in the shadows what Kanis of Rune has been searching for! *The shadow maze can become impossible to escape if you wander the wrong way--bring some method of escaping repeating dizzy rooms! *There are many keys in the castle, most of the doors that they go to can be bashed in--but a few cannot! Avoid locking yourself inside, as the only way out would be death.
Posted 20 April 2010 - 08:05 PM
In the alien faerie plane, Cavhfail is one of the more established, if smaller, cities of the feys. Located northwest of Unseelie castle, Cavhfail is a small but interesting city, and the source of some end of second-class gear: electrum. The main part of the city is relatively mundane, filled with various shops, guards, and monotonous mobs. The puzzle occurs in entering the keep itself, which is a quick but fun password run. Inside the keep, one finds a myriad of sentries, guards, and veterans. Entering using the password leaves you at the stables, south of which is the wall (after going south, you can't return north without redoing the password!). To the north of the stables is the circle, which is packed with Cavhfail's military men. Westward are the metalsmiths, most of which are protected, with the exception of Xaphen, the legendary maker of the electrum sword. Cavhfail also holds a set of dungeons, in which are various prisoners and guards. The southern wall of the keep holds a hidden method of escape, but only to those who look carefully along the west side! *The Mark of Captivity can be obtained in this area. *Esther McGlodden's son, Grora, has been captured--she would undubitably be grateful for his safe return, although your reward would be considerably greater if you used your [b]charm[/b]ing [b]personality[/b] *Cavhfail has a large amount of hidden rooms--when in doubt, try a direction! *To gain entry into the keep, try posing as a new recruit around town--it'd be easy to snag a uniform from a lost private, and the shopkeepers would never know the difference... *It's rumored that the only inn in town has a secret entrance to the keep somewhere upstairs. *The elder who sits in his room all day long is likely to know, or perhaps guard, an exit from the southern walls. *Most of the mobs in Cavhfail are red-auras, and some will be aggressive--beware of large forms!
Posted 20 April 2010 - 09:07 PM
Often overlooked and dismissed, Rune Graveyard is far more than a novice area, and being located just north of Rune, is positioned well for the casual explorer. Following the dark trail west and north through Rune forest, one may find themselves at the entrance to Rune Graveyard, which is home to one of the most profitable shopkeepers in the game. Set up in an organized matrix, the graveyard is full of tombs, whose inhabitants have risen up and formed ranks of necromancers, ghosts, skeletons, and shadows. In the western corner lies a crypt full of rats and the crypt thing, and to the east lays a memorial to the daughter of player Angias, as well as a haunted inn, which in itself contains a small garden. The northern path continues to a small church, which is valiantly defended by paladins. The majority of these mobs are for the novice player, and it's been rumored large amounts of xp can be granted if you meet with the appropriate friar before taking up the defense of good. For more experienced players, there exists another level of rune graveyard--home to the legendary couatl and the dead Manari cavaliers, as well as Semiramis, guardian angels, and a fearsome revenant. To enter this dungeon, one would do well to kill various mobs in the church, and search around the altar--ultimately to be able to unlock one of the tombs outside the church. *Various keys are required to unlock a locked tomb. Entering this tomb will bring you to the dungeons of Rune graveyard, which contain the Manari ghosts, Legendary Couatl (look carefully at room descriptions), and the revenant. *While most of the mobs in the graveyard are evil, necromancers are the only red auras. *The memorial hawker sells a memorial cross on occasion for 10k gold, required for the Mark of Mediums *The haunted inn garden is a back exit from the dungeons, and a direct path to Semiramis and the Friar of life--look carefully at the southern wall! *Semiramis is known to cast "kill" and summons a death knight, who wields a rather handy 2nd class sword--she can be found near the Friar of Life, out of plain sight. *Come prepared to dig if you are looking for the legendary couatl, whose wings are required for the Mark of Air. *The Mark of Faith can be obtained in this area, near the black onyx doors. *Some decent second class equipment can be found on various mobs on the path through the Rune graveyard dungeon--when in doubt, search! *Look before you leap, there is at LEAST one death trap in the underground dungeon