User:MEKK1: Difference between revisions
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>look per |
>look per |
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The periapt's inlaid emerald is dun, devoid of any power. |
The periapt's inlaid emerald is dun, devoid of any power. |
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A knife of green-lit shadows materializes in a lithe veiled sentinel's hand and he slams it toward your chest in a vicious attack! Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack! |
Revision as of 13:59, 16 September 2017
Also known as Sanctum of Scales, the area opened in the Sea of Fire in 2016 containing creatures ranging approximately from level 95-102. It is accessible from Solhaven for 3000 silvers via wagons in the Vornavis Caravansary. Lich #5579.
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as gold rings or Wizard familiars can be set within the Sanctum for easier travel between the Sanctum and the Oasis.
The Sanctum area is subject to spell burst.
Resources
Solhaven entry: (one west of caravansary entrance)
[Vornavis Caravansary, Tent Lane] | RNUM: 5579 |
A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a large caravaner's tent to the north. Several disgruntled-looking yaks are yoked up to hitches at the tent's front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels. | |
Obvious paths: north, east, south, west |
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.
the ride takes 3 minutes and is magic-proof
Sometimes there are bandits when it drops you off
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don't see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I've seen it from sentinels a few times.
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin's lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?
Below are some examples:
>alchemy examine amethyst You examine the shadow amethyst, noting its unique characteristics and features. You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.
>alchemy examine crystal You examine the wulfenite crystal, noting its unique characteristics and features. You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.
>alchemy examine sunstone You examine the uncut sunstone, noting its unique characteristics and features. You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.
Cleanse Poison:
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You're welcome
I have a ton of wtrick appraise, but
a pale scaled shaper seem to be 101. a patchwork flesh monstrosity seem to be 98 and is undead. a lithe veiled sentinels is around 94. a shambling lurk is about 96/97 and is undead. a deathsworn fanatic looks about 97 too.
>look per The periapt's inlaid emerald is dun, devoid of any power.
A knife of green-lit shadows materializes in a lithe veiled sentinel's hand and he slams it toward your chest in a vicious attack! Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!