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Atlas Contest


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#51 Zenaux

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Posted 22 April 2010 - 11:21 PM

with all due respect to all contributors,

i liked darum's ones best!
his areas are made very clear and he somehow made it actually fun to read.

tamlin's felt a little rushed out(eg. lasler one) and too riddly on the hints.
especially on the decara one .. i don't feel i know anything more than i already do after reading that and i don't feel the impulse to use that as any platform to start exploring and believe me, my knowledge is at the minimal end of the scale.

a maldra's pendant!? come on!!

using another high level area comparatively, i feel that a group of first-timers will try to visit Mount Vesuvius after darum's take on it.

#52 Tamlin

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Posted 23 April 2010 - 09:18 AM

Thanks for the input xenaux. still working on them.

#53 Tamlin

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Posted 23 April 2010 - 10:02 AM

(From Darum):
Tower of Art

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!



Suggestions:

Triumph over the bronze titan will cause the tower to shift opening a way for you to travel out the back of the tower into an archon CPK area for which entry is rewarded.

Grimbold requires only the adventurers with extreme courage in order to defeat him at night

Mark of Voraciousness is available here although no rewards it shows you enter the book collectors kingdom.

#54 Tamlin

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Posted 23 April 2010 - 10:09 AM

(From Darum):
Rune Graveyard

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



Wings of Coutyl from this area are invaluable to another in maldras keep

Also home to the revenant

Great place for low experience adventurers as the powers reward those a bonus for vanquishing those that plague the graveyard. (bonus xp randomly on mob kill)

#55 Darum

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Posted 23 April 2010 - 04:07 PM

Great suggestions Tamlin, although all but the mark of voraciousness were *slyly* included already. It'd be great if someone could do an atlas entry for Grimbold's annex or whatever to tie in with ToA.

Thanks for the compliment, Zenaux--though we could all use extra tips and suggestions on these atlas entries =P

#56 Primus

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Posted 24 April 2010 - 01:27 AM

GRIMBOLD'S ANNEX

Enjoy your instaslay.

Still broken.


#57 Tamlin

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Posted 24 April 2010 - 09:31 AM

Rofl Primus.

#58 Yodor

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Posted 24 April 2010 - 11:09 AM

(From Primus):
GRIMBOLD'S ANNEX

Enjoy your instaslay.

Still broken.


Ummm.... perhaps this area should be coded for astral-less resurrection. At least that way someone could keep up with the instaslay's with insta-res's. Well, ok, near insta-res's

#59 Primus

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Posted 26 April 2010 - 09:28 PM

Thank you. I choose eighty nubile virgins as my prize, pending elasticity.

#60 Darum

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Posted 27 April 2010 - 08:04 PM

Arcane Archipelago
Like all things Arcane, this island-studded island retains the qualities of its inhabitants--it winds like a snake into a coil , where head and tail are indistinguishable. This region, tricky to navigate for the beginner, is located on an island southeast of Rune--and begins with a quick hack through the jungle. In the trees swing a small group of gorilla warriors, who keep a sharp lookout on the nearby volcano. The heat of the volcano draws all types of cold-blooded entities, and some who will chill your very blood. Kulah, or the reptile city of Arcane, is found across the river, through the dusty wasteland, past the volcano, and across the Brokenbone chasm. This city contains the works--from an armory to a casino, trainer to chaotic, demonic library--and it also provides entryway to the heavens--or the closest one can get to walking on the clouds (eg, Kasrah). However, Arcane's volcano holds death in store for those unmindful of their path, and wandering through either the ocean or the forest could land you in the land of the undead. Mostly harmless, these souls and skeletons are liable to attack, though unlike the rabid animals down below, they are generally little threat. Nevertheless, above Arcane ocean, one can truly feel the ancient destruction which seems to pervade the area--shades remain bound to the places of their death, and worship arcane, unknown powers--even the most experienced adventurer leaves Archipelago with a feeling true to it's name--there remains much to be discovered in the leafy islands of the dormant volcano.
*The Mark of Community requires careful crossing of the Arcane Ocean and mental metal in calming the heads upon a minute island
-a resident of Rune Forest covets a the fruit of a tree which grows only in the arcane ocean
*The Mark of Barbarity can be started in this area
-One of the undead is bound to arcane by revenge and requires the aid of an adventurer unafraid of barbaric recovery
*The Mark of Pestilence can be obtained in this area
-Although the frogs of Kasrah spire keep the disease-bearing pests contained, taking a stand against the spread of disease is sure to earn you a reward
*This area has a high concentration of repeating/teleporting rooms. Pay attention to exit patterns and avoid rushing through any section--when in doubt, stick to the trail, track a mob you've passed, or scan to look for familiar mobs.
*Venturing into a volcano is certain death unless you look carefully for alternative methods of exit
*Two daemonic beings inhabit chaotic niches of Arcane, one of which may drop the infamous sanctuary-bearing Necronomicon.
*The friar of Death looms at the top of the ivory spire, and Limnak the dracon hermit is said to hide in the volcano. The friar of Life in Rune Graveyard hints they may be part of a journey for experienced players
*THERE'S GOT TO BE A TON MORE TO ARCANE


#61 Darum

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Posted 28 April 2010 - 05:07 PM

only 126 to go. whoop de doo.

#62 Darum

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Posted 04 May 2010 - 12:00 AM

Tower of Aroxa
Many years ago, the old King Aroxa ordered the Council of Arcane to craft a tower from solid stone, summoning a monument to Aroxa's personal prowess as a dragon slayer and fearless warrior. Ironically, as the years passed, the bastion of good became overgrown with the surrounding magical woods and decayed into a symbol of distrustful magic, as the nearby Tellerians often remark. Now inhabited by a fearsome dragon, a dainty damsel, and a wretched ranger, the Tower of Aroxa offers one of the most puzzle-filled areas in the game, where wits and persistence bring you face to face with one of the earliest bosses in the game. So long has the tower been abandoned that its very entrance is impassable, the forest and caves are infested with various varmints, and the tower reeks of troll. The Dragon, guarding the princess, resides at the top of the tower, but the keys to his lair are hidden, as is the very chest which contains his treasure. Venture slowly and carefully, poking, prodding, digging, and leaving no stone (or sconce) unturned to solve the puzzles of Aroxa and free the princess!

Hints list forthcoming, I'm just really tired atm.

#63 Darum

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Posted 04 May 2010 - 05:18 PM

Hints for the above entry
*This area is both LEVEL RESTRICTED (59 and below) and CLOSED to those who have already rescued the princess. (It is also terribly difficult to complete this miniquest below level 25)
*The Mark of Dragon is available in this area for defeating the Dragon who guards the princess
*Reaching the dragon requires thoroughly exploring the Tower
-Simply entering the tower requires carefully exploring the grounds--the front entrance is blocked, but a side entrance seems oddly adorned with an obelisk--a receptacle for items you might discover
-Laniolar the elven ranger is too pathetic to save the princess himself, but he seems to have a nice bow and a key to her bedroom...
-Come prepared to dig and search--and use the following commands liberally if you find yourself stuck: pull, turn, push, use, drop, open, and take.
-Should you explore fully, you may find yourself with an empty jar--filling it and using it after defeating the dragon could dispel a curse the dragon placed upon his bounty
-The key to defeating the dragon is wielding the legendary sword "Dragonslayer" and dropping the fiery blaze which guards him--enlist the help of a trapped wizard soul to chill the flames and use pure sound to crack the ice surrounding the sword.
-The dragon will empower the trolls with his dying breath, allowing to kill you on sight--so beware!

I didn't mention King Teberon. but, really, I think the world will survive.

#64 Darum

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Posted 04 May 2010 - 05:52 PM

Also forgot to add you need either whip or sword proficiency to wield "Dragon Slayer"

Limbo Maze
While Feys and Sidhes merely wait to recharge their projected forms onto their desired plane of existence, all other races are banished to the ethereal void when their bodies fail them. Existence as a shade pops you near the cursed Archmage Mordred--but the Powers have determined an alternate path to pay penance for your deeds--navigating the Limbo maze. Rather than tour the world through empty eyes, some choose to wander the maze in search of the elusive hermit, who offers resurrection on occasion to those who seek him out. Beware though--once you enter the maze, there are only two ways out--wait out your sentence and plead the powers to restore you to life (at your normal death timer) or hope that the hermit will grant you a resurrection. Entering the maze is as simple as locating the door to it--a featureless, copper door which floats in the repeating matrix of the etheral void--navigating it is an excruciating ordeal of wandering through featureless rooms. The hermit is found downwards in a non-chaotic room, and if you are deemed worthy, he will restore you to life.
*The Mark of Stupidity is available in this area by being stupid, or essentially wasting an opportunity for no good reason (no rewards)
*The hermit is located in a non-pk down.
*The "scan" proficiency works while dead, and is very useful in finding the copper door in the ethereal void
*The limbo maze, just like the void, has a tendency to drive players insane--it is often difficult to distinguish one room from another, so don't be discouraged if you hardly ever find the  hermit
*Scanning for the hermit will do you no good, unless you're on top of him--the room beneath which he resides is not lit, and looks exactly like all other rooms from a scan perspective.
*You cannot use the vials granted to you upon death, or be summon-shaded'd out of the limbo maze once you enter the door


#65 Goatleaf

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Posted 06 May 2010 - 02:36 PM

New Kolvir:
Rebuilt from the shattered ruins of Old Kolvir, New Kolvir is now a thriving but dangerous city.  It is located southwest of Rune, a vast hexagon among the mountaintops. None but the most courageous of adventurers head there, as anyone may be slain and looted anywhere in town.  It is ruled by Lord Alymar, who with his right hand men - General Kahlir and the scientist Lakaros - keep order with an iron fist.  The city is beset by ogres, who attempt to sneak in through remote tunnels.  The moat these tunnels lead is one of the most dangerous areas in all of Alyria, filled with creatures ranging from snarfugles to alligators.  The shopping area is a circular walkway, dubbed Martyr’s Walk, and expert smiths, craftsmen, and sorcerors are available to tourists.  Some of the other sights include the Church of Acceptance, the palace courtyard, and Lord Alymar himself.  Besides other adventurers, visitors must also be wary of creatures who have escaped from the moat and roam the city, aggressive to any that enter.  This city is extremely perilous, but offers great rewards to anyone who dares it.

*There have been tales of a living demon amidst the muck and grime of the moat and sewers.  This demon, supposedly made of excrement itself, is in the normal confines of the moat.

*If you’re looking to improve your skills, there are treasures scattered about town which will increase the knowledge you gain from killing enemies.

*Some of the mobiles around town are difficult, but Fauntleroy offers mercenaries to those who need help.  For a fee, these able warriors will enter your formation and assist you.

*Powerful adventurers seeking a challenge would do well to look for gossips around town, especially among Lord Alymar’s own staff.

*Though a dangerous city, New Kolvir has some of the most talented magicians in Alyria.  For example, a merchant in town sells ethereal and gem reagents that weigh nothing at all!

*All but the most powerful of fighting groups should avoid angering the blademaster that resides in Lord Alymar’s palace.


#66 Goatleaf

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Posted 06 May 2010 - 03:44 PM

Mandrake Woods: (sorry some of these don't hit 500 words, but only so much can be written about these areas :()

Perhaps the most prominent colony of trolls in the land, Mandrake Woods is a dark, gloomy place that few visit for its own sake.  Though it is near Xaventry, the trolls have not been domesticated, and will attack almost any intruder in their lands.  While the entrance to the woods is safe, practically nowhere else is.  There are varying habitats within the woods - treetops, the forest floor, rivers, caves.  Unfortunately, trolls of varying size and strength inhabit all of them.  Their leader, known as Glamdrung, is supposedly the father of all trolls, and is a formidable enemy.  A dangerous river separates the northern and southern halves of the forest, and there is a single bridge across.  At the southern edge of the woods, a mountain rises, at the top of which is Shadow Castle.  Visitors to Mandrake Woods should bring a sturdy blade, and a willingness to cut down any foes.

* Though the trolls are aggressive, decently strong adventurers should have no problem dispatching them, or simply fleeing through the woods.

* Glamdrung is a powerful leader, known for capturing and holding his enemies.  Anyone who manages to kill this monstrous troll could look for said prisoners.

* The Powers detest the troll infestation, and should reward any adventurer who can clear the brutes out of this otherwise peaceful forest.

* Though mostly uninhabited, Mandrake is also the home of some disturbing individuals.  One such man, and his juicer, can be found - with a little courage - near the beginning of the forest.

* Paladins occasionally get lost in these dark woods, and may even need assistance from adventurers who are willing.

* If one needs healing, there are no clerics in plain sight.  But a thorough look through the mountain area may reveal a more unorthodox option for recovery.


#67 Darum

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Posted 06 May 2010 - 11:47 PM

sweet, someone else doing entries! Just a couple things you might want to add, but they look good already:
NK might use Declaration and Abjuration, as well as a general layout of how the city is laid out and how to get in/past the cricket or whatever
Mandrake might use a description of the the layout with respect to the river and the npk which Glamdrug resides in, as well as the entrance to the fey pharmacist and a quick note about how trolls are slash immune and attack en masse (minus invisibility). Minor, but kindof neat, is the tired elven paladin and paradore or her stupid horse--the ancient druid for pass-door robe, and for hostility, that you need to leave glamdrung for last.

#68 Darum

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Posted 07 May 2010 - 08:02 PM

Challenge Arena
In the all the chaos of Alyria, the Powers saw fit to dedicate a portion of their plane to the honorable art of player versus player combat. Attempting to bring each player to the height of their physical and mental capabilities, the powers manipulate the ether into a random lawful player killing maze, with each room holding a new element to complicate the battle. The powers soon bore of mindless slaughter, so your time to vanquish your opponent is limited, but in return for your entertainment, your body is restored to it's full form at the close of combat.
*Every challenge spawns a new arena map, and has a chance to be either half-damage or double damage.
*Green rooms often hold tangle vines which keep you from fleeing
*Red rooms are scorching hot and do fire damage
*Blue rooms are full of water, filling your lungs and causing you to drown
*Rooms with storm clouds are likely to hurl a bolt of lightning or a hunk of hail at you
*Orange rooms are no magic
*Black rooms are double damage
*White rooms are high-regen
*You have 15 real-life minutes to defeat, or be defeated


#69 Darum

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Posted 08 May 2010 - 03:32 PM

Atlantis
The mythical city of Atlantis is one of Alyria's best kept secrets--the very entrance far from civilization and marked only by a strange swirling of the water. Just as legend tells, Atlantis is a city under the ocean, protected from the immense pressure of the ocean by a massive dome and home to a myriad of aquatic life. The shallows surrounding Atlantis are teeming with life, drawn by the warmth of the underground volcano and it's fiery, hellish denizens. Outside of the Archmage of Fire's domain lays a peaceful city ruled by King Triton XVII, laid out in three simple rectangles, minus the poor quarter and the chief thief who rules the slums. Aside from the various citizens, mermen, mermaids, and sponges, Atlantis proper holds the Avatar of the one and the paladins which serve as a beacon of good. If only they knew of the hellish creatures which dwell inside the volcano and the spirits which dwell in chaos below the city...
*Atlantis is completely under water--you'll drown without underwater breathing
*Atlantis is also mostly NPK, with a relatively high portion of CPK rooms as well
*The Mark of Atonement can be started here, though the Grand Master Paladin will only reward those with pure hearts and a fighting path of righteousness.
*The Mark of Water can be attained here, but only to those fortunate to gain the random affections of an insubstantial chaotic-dweller.
*The boss Archmage of Fire resides at the bottom of his volcano--beware though, for he is surrounded by aggressive demons and wanders in chaotic traps!
*Beneath the King of Atlantis is a wheel of death, filled with spectral mobs. Rumor has it the last king of Atlantis still haunts the chaos beneath the city.
*Atlantis' slums are ruled by the Chief Thief, but although he sends his cronies through hidden, dizzy, chaotic passages, he's not aware of the evil spawn which lurk below him...


#70 Darum

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Posted 09 May 2010 - 01:32 PM

(From Vassago):
There's prizes for everyone who does them. That was another part we could have worded better. I should just say we'll give you some reasonable amount of RU for good entries and then you have a chance to win something more on top of that.


Are you still giving RU per entry?

#71 Vassago

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Posted 11 May 2010 - 10:06 PM

Yep!

#72 Tamlin

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Posted 14 May 2010 - 07:03 AM

I sent mine in via email. The same ones i was working on fyi

#73 Gulin

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Posted 18 May 2010 - 07:35 PM

Hydra's Den

For the experienced first classer the hydra’s den is a great place for exploration and adventure. The area contains many challenges for the lower leveled players starting with exploring Alyria to find the entrance which moves around the wilds of Xaventry or Tellerium. Once an adventurer locates the entrance they are typically going to want to bring a couple of friends they will not mind getting beaten up with as the area can be quite challenging physically. Be sure to bring insulated gear because the hydras are known for their powerful elemental breath attacks that may destroy delicate pieces of equipment. The area is quite small overall, but there are a few not so visible places, and most of your time will be spent fighting the fierce creatures contained within.
Some things of interest in this area include a neat (or possibly annoying) polymorph spell that will alter your appearance upon entrance. There is a strange contraption hidden in the area that seems to control the water levels inside.
It is said that there is an archer dwelling somewhere within the den who is willing to help brave adventurers looking to take down the hydras and seek their treasure. Be sure to talk to the Viridian archer in Xaventry or Tellerium who is searching candy and he may provide ample proof of your worthiness to the skilled archer inside.


*Your level must be less than 60 to enter this area.
*It would be wise to bring insulated gear when fighting the hydra’s to avoid their vicious breath.
*Some creatures are known to have special attacks and you should watch your hit points when fighting them.
*The whole form will be rewarded upon successful vanquishment of the hydra.
*The fire archer will help your form out if you can show proof that you were sent by another archer.
*Trying pulling and turning objects you find for possible results.


#74 Gulin

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Posted 18 May 2010 - 07:51 PM

Capture the Flag Arena

If you find yourself tired of the typical day of exploration and slaughtering towns of innocent villagers than why not relax to a nice game of Capture the Flag with some friends or foes. Constructed by the funds of Lord Vashir, Lord Agrippa, and Lord Vendredi the Capture the Flag arena is located on an island northwest of Beltane near Arcane Archipelago. The arena consists of two keeps, with one being the base area for each team (red team and blue team). Between the keeps are a number of paths to sneak upon or overtake your opponents in battle in an attempt to invade their keep and steal their flag. Once you or your teammates successfully pilfer your foe’s flag run back to your base and drop it with your flag to score a point. A game is typically won when the score limit is reached or when the time limit is reached and the team with the most points then wins. Upon successfully winning your team is rewarded with gold from all of the entries in some sanctioned games a beautiful trophy with your name on it.

*Post your most powerful player(s) in the Flag Room for your keep, and send your fastest player(s) to capture the other team's flag.
* Lay snares and other traps before your keep, to slow down approaching enemies.
*Listen to the Gargoyle who guards the back balcony to the keep. He will inform you if he sees someone scaling the wall.
* Post hidden players along the path, to look for incoming enemies and thus warn other team members.
*You must be between levels 61 and 241 to participate in CTF.
*A variety of playing conditions can be chosen before playing all found in the CTF help file.
*A team can range anywhere from 2-9 players.
*Entry amounts can range anywhere from 25,000 to 5,000,0000 gold.


#75 Gulin

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Posted 18 May 2010 - 08:13 PM

The Catacombs of Shame


Often visited by the living (and more so by the dead), the catacombs of shame can be found beneath the temple of the holy order in Templeton. To gain access one must simply tell the priest about their desires to “restore the order of tame”. The priests of the temple are more than happy to allow visitors of all races and sizes, but it is recommended that you stay out of this area until fourth class or late third class at the very earliest. The catacombs have a vast, but organized structure that can be easily learned with patience and time. The catacombs span many levels and there are even areas hidden beyond the coffin in the capstone. For a typical adventurer this would be a great place to hone up on your skills and fighting experience on your path to becoming a hero or possibly an archon, while simultaneously ridding the catacombs of the evil undead inhabitants (along with other creatures of considerable size and disgustingness). 
For adventurers looking for a challenge beyond the coffin is an arena containing a ferocious bull that may be battled and it is said that survivors can go on to fight a variety of elemental queens and even the great Seriende. For Archons the area also holds a great number of possibilities for adventure. With the ability to detect illusions you can find the path to the legendary creature Vlargruhn and seek out his death for his treasures he holds. Additionally, the ettin cannibal is said to reside nearby ready to kill all archons who seek him out so be sure to bring a form to rid the catacombs of this horrible beast.

*The marks of Earth, Epiphany, and Vengeance can be gained in this area.
*The arenamaster is said to have an interesting challenge for those interested.
*Some pathways can only be seen with the aid of magic.
*Digging in cemeteries while morally corrupt can be quite rewarding.
*Pausing to pay attention to details at the end of mazes may transfer you to unseen rewards.
*Living creatures can not paralyze things they can’t see.