Category:Hinterwilds creatures: Difference between revisions
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==Mechanics== |
==Mechanics== |
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This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is also a Divergence feature where certain spells behave differently. There is a cold environmental effect, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild]. |
This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is also a Divergence feature where certain spells behave differently. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild]. |
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===Hypothermia=== |
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The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet. You can |
You can increase your Hypothermia tolerance with [[Physical Fitness]], [[Survival]], Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use [[campfire]]s to reduce the environmental effect or possibly go visit a [[fireplace]] such as in the Tavern. Eventually there may be an alchemy shop with a wind protection boost. |
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<pre{{log2}}>Wind screeches through the area, cold as steel and sharp as a knife's edge. It gleefully slices at your exposed flesh! |
<pre{{log2}}>Wind screeches through the area, cold as steel and sharp as a knife's edge. It gleefully slices at your exposed flesh! |
Revision as of 11:27, 1 October 2021
This hunting ground is not yet implemented and may or may not currently be under development. Information presented in this article is subject to change. |
Hinterwilds is a challenging and large hunting ground with creatures from base levels 96 to 115 located near Icemule Trace, far north of the existing map of Elanith and located near to Elanthia's northern pole. The Long Snow is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the Temple of Hope caravan system. While the system is on test currently, there are multiple pieces of the hunting ground that are not implemented or are subject to change. Report bugs at this Google form.
Story
Hinterwilds came out of the storyline The Uncertain Times. More information will be put here at some point.
The wendigo are halflings who have been transformed by Zeban's dark magic.
You can take a caravan to and from the Temple of Hope to the Hinterwilds.
You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan. [Hinterwilds Caravan, Sleigh] The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind. Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies. There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders. Obvious paths: none
Areas
There are four distinct hunting areas which also feature some different geographic locations such as the Issenflow River.
Boreal Forest
The design intent was for the Boreal Forest to feel a little more spread out.
- a stunted halfling bloodspeaker
- a bloody halfling cannibal (~96)
- an immense gold-bristled hinterboar (~98)
- a behemothic gorefrost golem (~102)
- a savage fork-tongued wendigo (~105)
Gigas Villages
The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.
- a tattooed gigas berserker (~103)
- a grim gigas skald (~105)
- a brawny gigas shield-maiden (~106)
- a heavily armored battle mastodon (~106)
- a niveous giant warg (~109)
Angargreft Exterior
The design intent was for Angargreft to feel a little more spread out.
Berserker's End
- a quivering sanguine ooze
- a flayed gigas disciple
Burrow
- a quivering sanguine ooze
- a colossal boreal undansormr (~111)
Great Chamber
- a quivering sanguine ooze
- a withered shadow-cloaked dragur (~106-108 undead)
- a shining winged disir (~114 undead)
- a flayed gigas disciple (~116-118)
Hanging Gardens
- a quivering sanguine ooze
- a squamous reptilian mutant (~109-110)
- an eyeless black valravn (~112 undead)
- a flayed gigas disciple (~113)
Sanguine Grove
- a colossal boreal undansormr (~111)
Pits of the Dead
The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.
- a withered shadow-cloaked dragur (~106-108 corporeal undead)
- an eyeless black valravn (~112 undead)
- a roiling crimson angargeist (~114 non-corporeal undead)
Loot
Loot is not being tested at this time and is largely irrelevant on the test server.
Gems
- a piece of blood amber
The bead of amber is infused with a swirl of deeper, redder hue, as if a single droplet of blood had fallen into a flow of fresh honey. A small mite is trapped within the gem, its delicate wings and spindly shape preserved by its enduring prison.
- a twilight blue azurite crystal
Peacock blue and sea green in places, the chunk of azurite crystal is dense and dark at its core. The uncut gem is possessed of a glassy luster, and its facets are rippled like the surface of a wind-blown pond.
- a misty grey deathstone
- a lustrous vermilion firedrop
- an inky black nightstone
Singularly black, the nightstone appears to absorb the ambient light, leaving it in a pall of permanent shadow. The gem's facets are difficult to discern, but here and there, the faintest glints of livid violet glisten from within its depths.
- a silver-white palladium nugget
Warped and twisted by the volcanic pressures that birthed it, the palladium nugget is composed of pale white-grey metal. Though small, the nugget is dense and looks to be mostly pure.
- a silvery nimbus opal
- bluish black razern-bloom
- a piece of dusky blue sapphire
- a rainbowed ammolite shard
A rainbow plays along the surface of the ammolite shard, the surface of which is ridged in a pattern reminiscent of a great lizard's scales. Colors all along the spectrum, from vivid indigo to crisp red and with greens and yellows and oranges in between, scintillate over the fossil.
- a stark white snowstone
- a shard of streaked blue spectrolite
- a vivid cobalt blue spinel
- a grey-streaked malachite stone
- a piece of coppery titanite
- a royal blue boreal topaz
- a rutilated twilight tourmaline
The tourmaline is a deep midnight blue in hue, with hints of bruise purple and sunset orange toward its core. Bright copper rutilations streak across the surface of the gem, the streaks like falling stars against a dying sky.
Mechanics
This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is also a Divergence feature where certain spells behave differently. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or sneaking). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions APM Estild.
Hypothermia
You can increase your Hypothermia tolerance with Physical Fitness, Survival, Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use campfires to reduce the environmental effect or possibly go visit a fireplace such as in the Tavern. Eventually there may be an alchemy shop with a wind protection boost.
Wind screeches through the area, cold as steel and sharp as a knife's edge. It gleefully slices at your exposed flesh! The howling wind drives you out of hiding. You shiver uncontrollably as the freezing air slices at your skin! ... 15 points of damage! The icy blast tears into your stomach! You are stunned for 1 round!
Bitter polar winds whip around you with a hateful screech! You shiver uncontrollably as the freezing air slices at your skin! ... 1 point of damage! My! You'll surely be stiff in the morning! Better ice down the bruises!
A brief lull in the cutting wind heralds a sudden, cruel gust that sends the temperature plummeting! You shiver uncontrollably as the freezing air slices at your skin! ... 30 points of damage! Pain penetrates your being as your right ankle shatters from the icy blast. You are knocked to the ground! You are stunned for 6 rounds!
The freezing cold winds shriek all around you, numbing your extremities. You shiver uncontrollably as the freezing air slices at your skin! ... 1 point of damage! My! You'll surely be stiff in the morning! Better ice down the bruises!
A semblance of warmth returns to your body.
Behind the Scenes
Hinterwilds was released on the test server on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021.
Credits
GameMaster Auchand wrote and designed the Hinterwilds with help from the Development Team including APM Estild, ASGM Naijin, and GM Mestys.
Resources
Pages in category "Hinterwilds creatures"
The following 21 pages are in this category, out of 21 total.