Category:Hinterwilds creatures: Difference between revisions
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Hinterwilds is a [[Ascension Skill System|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. A separate caravan may be taken from [[Ta'Illistim]], up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations. |
Hinterwilds (commonly abbreviated as "HiWi") is a [[Ascension Skill System|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. A separate caravan may be taken from [[Ta'Illistim]], up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations. |
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==Story== |
==Story== |
Revision as of 08:19, 1 December 2023
Hinterwilds (commonly abbreviated as "HiWi") 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. A separate caravan may be taken from Ta'Illistim, up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations.
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.
Transportation
From Icemule Trace
You can take a caravan to and from the Temple of Hope to the Hinterwilds. (Lich# 23830, INQUIRE CONDUCTOR).
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
There is also an instant-travel option available in the Temple which requires 4 gigas artifacts to operate. (Lich# 31064, GO SLIVER). These artifacts are acquired after searching creatures in the Hinterwilds.
From Ta'Illistim
In Ta'Illistim, efforts to track a long-lost elven expedition into the mountains resulted in the reopening of a trail over the eastern Dragonspine Mountains. A caravan gathering point was subsequently set up outside the western postern gate and up the trail. (Lich# 31073, INQUIRE CONDUCTOR)
Caravan Return
The return trip to your point of origin can be made from Kalivan's Caravans:
[Kalivan's Caravans, Tent - 29865] (u7503002) The interior of the tent is redolent with the musk of unwashed bodies and fire-warmed hide. Two huge braziers of plain clay are positioned at the entrance, standing guard against the invading chill, but its shrill screams drown out the crackle of the roaring flames. Behind a spindly modwir desk sits a perfunctory-looking halfling heavily swaddled in furs. The logbook before him is splotched with snowmelt in places and the pages are warped by the damp, but it is mostly legible. You also see a fluffy blue-eyed sled dog. Obvious exits: out
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 bloody halfling cannibal (101)
- an immense gold-bristled hinterboar (102)
- a stunted halfling bloodspeaker (103)
- a behemothic gorefrost golem (104)
- 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 heavily armored battle mastodon (102)
- a tattooed gigas berserker (103)
- a niveous giant warg (104)
- a grim gigas skald (105)
- a brawny gigas shield-maiden (106)
Angargreft Exterior
The design intent was for Angargreft to feel a little more spread out.
Berserker's End
- a quivering sanguine ooze (107)
- a flayed gigas disciple (113)
Burrow
- a quivering sanguine ooze (107)
- a colossal boreal undansormr (111)
Great Chamber
- a quivering sanguine ooze (107)
- a withered shadow-cloaked draugr (108 undead)
- a flayed gigas disciple (113)
- a shining winged disir (114 undead)
Hanging Gardens
- a quivering sanguine ooze (107)
- a squamous reptilian mutant (109)
- 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 draugr (108 corporeal undead)
- a roiling crimson angargeist (110 non-corporeal undead)
- an eyeless black valravn (112 undead)
Loot
Gems
- a piece of blood amber
- a frosted pale violet amethyst
- a dark ivory aranthium-bloom
- a cylindrical red beryl
- a twilight blue azurite crystal
- a misty grey deathstone
- a teal chrome diopside
- a deep violet duskjewel
- a fossilized undansormr egg
- a gold-green auroral emerald
- a petrified warg fang
- a lustrous vermilion firedrop
- a deep red-violet garnet
- a vibrant titian heliodor
- a mottled green jasper
- a blue-violet chunk of kornerupine
- a chunk of pale marble
- a dull griseous mournstone
- an inky black nightstone
- a silver-white palladium nugget
- a piece of clear oligoclase
- a gold-banded onyx
- a silvery nimbus opal
- a pastel-hued winterbite pearl
- a lambent gold warg's eye quartz
- a bluish black razern-bloom
- a vinous gigasblood ruby
- a faceted wyrm's-heart sapphire
- a piece of dusky blue sapphire
- a nival everfrost shard
- a rainbowed ammolite shard
- a virescent nephrite shard
- a stark white snowstone
- a shard of streaked blue spectrolite
- a vivid cobalt blue spinel
- a grey-streaked malachite stone
- a saffron-hued danburite stone
- a carved basalt teardrop
- a piece of coppery titanite
- a royal blue boreal topaz
- a rutilated twilight tourmaline
- a green and pink zoisite
Gigas artifact fragments
While looting creatures in the Hinterwilds, adventurers may come upon gigas artifact fragments. They are relatively common but each adventurer can only hold up to 20 at a time. The currently held amount is shown via WEALTH. The fragments can be traded to the alchemist in the village for various benefits, including temporary immunity to hypothermia. They can also be used in specific places for quick transport to the Hinterwilds, bypassing the caravan trips.
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 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 according to APM Estild.
Spell sever
Spell sever is a balancing mechanic for hunting areas to manage the amount of outside spells a character can wear in the affected areas. Spell sever will strip any beneficial spells that a character does not know over a maximum allowed limit per area. The order in which the spells are stripped is in random order.
Spells in the Arcane circle(such as Spirit Guard (1712)) are not removed or counted by Spell sever.
Hypothermia
You can increase your Hypothermia tolerance with Physical Fitness, Survival, and 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. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. 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.
Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under SPELL ACTIVE.
- Wind messaging
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!
- Hypothermia recovery messaging
A semblance of warmth returns to your body as the bitter cold of the Hinterwilds retreats.
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. It was released on prime on May 4, 2022.
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.