Difference between revisions of "Category:Outland Proper"
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== Adventuring == | == Adventuring == | ||
− | Outland proper is a great place for experience for a group of size 7-11, when there are enough but not too many Lords on. With enough casters -- especially Sorcerors -- in your group, it is fairly easy to lead a run of over | + | Outland proper is a great place for experience for a group of size 7-11, when there are enough but not too many Lords on. With enough casters -- especially Sorcerors -- in your group, it is fairly easy to lead a run of over 3K exp. It is approximately 10x10 with wraparound exits. Gith keep is in the northwest corner, and the start of Commander run is on the southwest side. Picture shift like an east/west bridge. Mobs to the east and west can walk in, but mobs to the north and south pass the shift room by (the rooms north and south connect to each other). |
Be careful right at shift, as occasionally there can be a large swarm of 5-6 mobs (wastesweepers come into the room when you shift in, and aggie). Scout is a psion; be alert for migraines and scrambles on this plane. | Be careful right at shift, as occasionally there can be a large swarm of 5-6 mobs (wastesweepers come into the room when you shift in, and aggie). Scout is a psion; be alert for migraines and scrambles on this plane. |
Revision as of 13:27, 28 January 2012
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The cracked, rough surface of Outland has long been the scene of bloodshed between the githzerai and the githyanki. The githyanki established supremacy and pushed the githzerai back into their keep where they have bided their time, growing stronger and preparing to one day retake the surface lands, while the githyanki have wasted their skills on foolish Midgaardian interlopers. Now the time has come and the githzerai have launched a counter-offensive, sending their forces against their ancient foes. Tread lightly, as neither group cares for you!
Builder: Snikt
Directions
Connections
Adventuring
Outland proper is a great place for experience for a group of size 7-11, when there are enough but not too many Lords on. With enough casters -- especially Sorcerors -- in your group, it is fairly easy to lead a run of over 3K exp. It is approximately 10x10 with wraparound exits. Gith keep is in the northwest corner, and the start of Commander run is on the southwest side. Picture shift like an east/west bridge. Mobs to the east and west can walk in, but mobs to the north and south pass the shift room by (the rooms north and south connect to each other).
Be careful right at shift, as occasionally there can be a large swarm of 5-6 mobs (wastesweepers come into the room when you shift in, and aggie). Scout is a psion; be alert for migraines and scrambles on this plane.
Mobs to beware of are 1 stabber (on scan: Moving silently, a githzerai stalks a githyanki). Butcher is big and wields (on scan: The serene look of insanity, perhaps the last thing you ever see) and champion hurts a lot and casts meteor swarm (on scan: A massive githzerai swaggers toward you). If you see an exit going down, it leads to the Silver Chestplate run. If you see an exit going up, it leads to the Gith Keep.
For regenerating, make sure no mobs are on scan, and sleep away. Alternatively, make your way to the sentinels (on scan: 2 x A githyanki scans the horizon, alert for any danger). (Unclear why that is recommended, as sentinel rooms are not safe rooms, and lookout scouts are poor xp for the effort.) However, try to clear all the mobs in adjacent rooms before sleeping. Or, recall to shift, clear east/west rooms, and sleep there (no longer an infirmary).
Most of the rooms are homeshiftable.
Subcategories
This category has the following 2 subcategories, out of 2 total.