Category:Hinterwilds creatures
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 undead)
- an eyeless black valravn (~112 undead)
- a roiling crimson angargeist (~114 undead)
Loot
Loot is not being tested at this time and is largely irrelevant on the test server.
- Gems
- a piece of blood amber
- a misty grey deathstone
- a lustrous vermilion firedrop
- an inky black nightstone
- a silver-white palladium nugget
- a silvery nimbus opal
- bluish black razern-bloom
- a piece of dusky blue sapphire
- a rainbowed ammolite shard
- a stark white snowstone
- a shard of streaked blue spectrolite
- a vivid cobalt blue spinel
- a piece of coppery titanite
- a royal blue boreal topaz
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, 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.
Wind
The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet. You can possibly go inside to reduce the environmental effect. You can use campfires to reduce the environmental effect.
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.