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  1. The East, and What to Do Here
  2. -----------------------------
  3. Congratulations, you have completed the Reknor dungeon and have made it into the
  4. mysterious continent simply known as "the Far East." The unremarkable cave you
  5. start in is mostly a summation of previous zones in terms of occupants (there's
  6. a little bit of everything in here), which can result in random difficulty at
  7. times. Try fighting a skeleton master archer while confused from a snow giant's
  8. ability and you'll see what I mean. Before exiting to the worldmap from this
  9. cave, put on any +movement speed gear you have. Orc patrols are hostile ambush
  10. encounters that only occur in the East, and can be quite deadly. They're
  11. typically comprised of 6-10 orcs with random class abilities, and they're a few
  12. levels more powerful than you to boot.
  13.  
  14.  
  15. Make your way southeast to the yellow-coloured mountain chain, and the village
  16. of Gates of Morning roughly in the middle of it, on the western side. You'll be
  17. greeted by High Paladin Aeryn a few tiles away from you, who welcomes you to the
  18. city. Be sure to explore the city, there's more than one thing to do here at
  19. this time. First off, find someone looking for a lost loved one. This opens up
  20. one of the easier dungeons in the East, just a few tiles north of Gates of
  21. Morning on the worldmap. The Prides are generally considered to be the hardest
  22. dungeons before the final dungeon, and after doing the "easy" dungeons here,
  23. you'll still be woefully underpowered for the fights there. To get a few extra
  24. levels, it's highly recommended to go back to Maj'Eyal and fight the "backup
  25. guardians" of old dungeons you've previously cleared. There is someone in
  26. Gates of Morning that can help you with this task, but he's in a building.
  27. Near this building is High Paladin Aeryn again, who can point you to this
  28. man, and can also reveal to you the locations of the four Prides.
  29.  
  30.  
  31. Once you've offered to help the person looking for a lost loved one, accepted
  32. the task from the man that can help you get back to Maj'Eyal, and acquired the
  33. locations of the Prides, time to go do your first dungeons in the East. If you
  34. swapped your +movement speed gear out for your regular gear, put it back on
  35. before leaving. The first dungeon we will be exploring is Ardhungol, to the
  36. north. It's only 3-5 tiles away, so if there weren't any orc patrols following
  37. you to Gates of Morning, you might not need to swap your gear. Ardhungol has 5
  38. levels infested with every variety of spider imaginable, and a few random things
  39. on the side such as minotaurs, dragons, and demons. Killing the boss on level 5
  40. completes one of the quests from Gates of Morning, and opens a portal back there
  41. as well. If you want to finish exploring the level for some extra gold, xp, and
  42. items, you can do so as the portal stays there forever once it gets placed.
  43.  
  44.  
  45. Use the portal when you're done, talk to the person that gave the quest to
  46. complete it, and then back to the worldmap (speed gear on, this time). The next
  47. dungeon I'd recommend doing is a random one that might take some time to find.
  48. There are a series of rivers and lakes off to the west from Gates of Morning;
  49. follow these rivers until you get a message revealing a flooded cave entrance.
  50. You will need to be able to breathe water for this dungeon as there aren't any
  51. air bubbles. Go in, get to the second level. Don't attack anything just yet (or
  52. at all, if you don't want to). Talk to the thing in the middle and apologise for
  53. intruding, and it offers you a quest. Accept it, and you'll be teleported to
  54. another flooded dungeon with no air bubbles. This one is chock-full of naga, so
  55. be careful. Myrmidons have rush, and the tide huntresses are nearly as bad as
  56. skeleton master archers. In general, it's a good idea to pop a regen infusion
  57. or shield rune once you get hit by an insidious poison as it's usually what
  58. myrmidons throw at you before rushing. This dungeon is all about fighting as few
  59. naga at a time as possible. Get down to the bottom level and choose one of the
  60. opportunities to fight him (probably a good idea to talk to him first as there
  61. have been occasional issues pop up with summoner things refusing to attack him).
  62. This fight is going to be a pain, you will need very high stun resistance (90%
  63. or more). Once he dies, he drops a VERY nice light source that amplifies all but
  64. one of your stats, and gives a light radius of 6 tiles. It also allows you to
  65. breathe water, so you can safely switch the old equipment piece granting water
  66. breathing out for something better. Back to the East and where you started your
  67. naga-slaying quest, and a choice: kill the questgiver for a chance at an exotic
  68. weapon artefact (uses the exotic weapons talent for damage), or use rod of
  69. recall.
  70.  
  71.  
  72. Once back on the worldmap (speed gear) you have a choice: The shadow crypt
  73. dungeon, or the orc breeding pit dungeon. I'd suggest whichever is closer, and
  74. for the purposes of this guide will assume it's the shadow crypt. The crypt has
  75. 3 levels; the first two are structured like the ancient elven ruins in Maj'Eyal
  76. while the third is a boss fight level. All the monsters on the first two levels
  77. can pass through walls (they're shades of random things). The boss fight is a
  78. bit of a challenge: in general, you want to hammer on the boss until he summons
  79. his unique thing (you'll know it when you see it), and then you'll want to keep
  80. his unique summon between you and him, while trying to kill his summon.
  81. Defeating his summon unlocks something at character creation. You can choose to
  82. leave now, or you can stay and kill the boss for more xp and gear.
  83.  
  84.  
  85. After leaving the crypt, on to the pit. Defeating the boss at the end of the pit
  86. lessens the frequency of orc patrols appearing, so even if you find the dungeon
  87. to be a bit morally questionable to be fighting in here, remember that. It's 5
  88. levels long and filled with just orcs, nothing too special. Some of the
  89. summoners (and the boss) cannot move, and some of the weaker things here slow
  90. you. This can be painful if you get attacked by more than one thing at a time,
  91. so be careful.
  92.  
  93.  
  94. Once the boss is dead, recall when ready and it's on to the Vor Armoury, where
  95. you can begin your quest to return to Maj'Eyal. The first level of the Armoury
  96. is structured a bit like Dreadfall or Kor'Pul, but be very careful here: you'll
  97. find a lot of orc pyromancers and cryomancers, these are two of the more deadly
  98. orc varieties. The second level is going to be a bit harder: This time, there
  99. are more open areas for the spellcasting orcs to gank you, and when you start to
  100. gank them, there's a chance their phase door will take them inside the room with
  101. the boss, which will instantly get the boss to start chasing you down. This is
  102. -probably- a good thing because he's a fighter-type monster and the areas before
  103. his room are much more cramped. But he's still a boss and you'll probably be
  104. fighting him and a few of his mage "buddies" at once. The thing you need to get
  105. back to Maj'Eyal is in the boss's starting room and you'll be informed that
  106. you've picked it up. There's A LOT of gear in this room, be sure to explore it
  107. all. One last thing, there's a vault on this level. I'll make this simple:
  108.  
  109.  
  110. DO NOT OPEN THAT VAULT UNLESS YOU KNOW WHAT YOU'RE DOING OR ARE CHEATING.
  111.  
  112.  
  113. It's intended to be a death-trap and unless you get it "bugged" without its most
  114. powerful defenders, you will almost certainly die very quickly. If you got an
  115. artefact tome which gave you a quest, it might behoove you to put off talking
  116. about the quest with the person until you've returned to the East from Maj'Eyal,
  117. as it removes him from the game until you complete the quest.
  118.  
  119.  
  120. Recall when you please, and it's back to Gates of Morning. But wait, you were
  121. supposed to have two items and you only found one in the Armoury. Surprise
  122. surprise, he points you to a dungeon far to the south in the desert.
  123.  
  124.  
  125. The location differs every time you get a character this far; you may need to do
  126. some exploring. This is a one-level sand-pit. It's probably a good idea to just
  127. sit and wait for the boss to come to you, but be careful: he can be difficult.
  128. The level is quite large, and can be a good spot to get free gems. I once found
  129. a nice artefact here; it stands to reason that you can find it or any number of
  130. other artefacts here as well. Recall as you please once you've collected the
  131. quest item, and once in Gates of Morning you can go back to Maj'Eyal once the
  132. quest is completed.
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