User:WinterRose/Eragora Survivalist Guide
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.................................................................. .................. ERAGORA ................................. .......... a survivalist guide ............................ .................................................................. Welcome, hunter, to the mystical continent of Eragora. Eragora can be appropriately described as one giant deathtrap. As such, some precautions need to be taken and some things you should know. 1. Only way to Eragora is via the Mervue docks ferry. That's 4s from Ent's bank and a lot of s's from Aelmon. Each trip for multiple players (grouped or not) needs a ruby. You can get one from the aforementioned ent bank. 2. Only way back to Midgaardia is via the ferry. No Sanctum. No teleport. No cloud. Currently, the trip back is free but this may change in the future. all you have to do is say "Mervue" to Kharon, the Eragoran ferryman. 3. Eragora is currently comprised of 12 discovered areas. More are sure to follow. It's a whole new continent, not just one zone. 4. Teleporting will work within Eragora as will other similar spells. However, learn to walk and do not use teleport as a crutch, due to reasons listed below. 5. You will be debuffed (abluted) prior to entering Eragora. Remember to wear your gear as soon as you are dumped into the non-safe aggie room. Also pay attention to the beautiful entering animation as it's different for every class. 6. Be able to selfspell. Group a cleric or 3. Bring spell pots. Imagine going to a safari, and bring all you can think of, since you probably won't be going back soon. 7. There are no spellbots in Eragora. All spelling is done by actually asking your fellow players to spell you, and then regenning! Incredible! 8. The continent is incredibly dangerous. Take exploration slowly. Scan everywhere and do make use of consider command. Some non-aggie mobs are so dangerous they will literally eat you in seconds. Your corpse as well, unless they animate it first. 9. Most of the Eragora has big aggie mobs. Do not even think of running through an area without a clear idea where you are going as you will die. Repeatedly. 10. Dying will take you to a plethora of different and wonderful death rooms. Your corpse may be transported you, or it may not. It may be transported elsewhere, or it may not. Every area within Eragora is different. 11. Eragora has a default recall point. I stress again, it's a default recall point. It's seems safe enough, but what's really safe at Eragora? You will not be able to quit while in this room, but you may quit from nearby rooms. 12. Make liberal use of sneak and move hidden abilities. Racial or otherwise. If you don't have them, get an appropriate cloak before venturing forth. 13. Look at everything and read every description. Incredible amounts of fun and life-saving information can be found if you only take some time and read everything. The players put a lot of love into creating these zones and have taken extra effort to fill the areas with even the tiniest details. 14. Exploring Eragora is not like a regular run where you run through everyone and then portal to sanctum. Take your time. Regen a lot. Even concepts as "going back home to sanctum" may mean running through three different highly aggie areas until you slaughter your way through towards the ferry. Naturally, this can be sidestepped by teleporting to any of the aggie Rhuien Forest denizens. 15. Do not let these points frighten you. They are only points and this is a survivalist guide. Stay a while. Dedicate an alt to running Eragora. There's tons of things to find, incredible and overpowered new loot, and the fine sense of thrill as you chase or are being chased by dozens of bloodthirsty monsters. Death is cheap anyway, and the sense of exhilaration as you literally stalk your pray over rooms, all alone and self-sufficient, will bring the sense of nostalgia even to the oldest players in Avatar. This is how the game is supposed to be played, for some at least. 16. The feeling of being all alone, or luckily only with help of your trusty friends will make you appreciate their innate abilities. Clerics are necessary. Mages as well, as many places require a lot of firepower. Archers are as crucial as good rogues here. No party composition, as long as it's diverse, will fare badly in Eragora. 17. Loot is overpowered, for the most part. Go get it! 18. For those yet unsure, Eragora as a whole has a 10% experience bonus, and 50% less chance of statloss - meaning dying is mostly safe. Take care, WinterRose - an explorer at heart, Surveyors and Mappers Guild