Category:Hinterwilds creatures

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Revision as of 15:23, 18 May 2022 by ZHOUY1 (talk | contribs) (Caravan also available from Ta'Illistim. Added some info about artifact fragments.)
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Map of the hunting area The Hinterwilds. Cartography and map by Mnar Akurion.

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. 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.

While the system is on test currently, there are multiple pieces of the hunting ground that are not implemented or are subject to change.

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

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.

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.

Gigas Villages

The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.

Angargreft Exterior

The design intent was for Angargreft to feel a little more spread out.

Berserker's End

Burrow

Great Chamber

Hanging Gardens

Sanguine Grove

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.

Loot

This section has not been added yet; please add to it now!

Gems

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.

Divergence

This feature is deprecated and is no longer implemented. Information in this article is presented for historical reference only.



Divergence was a balancing mechanic for hunting areas to have spells behave differently in the affected areas. The abilities impacted are in a state of flux. Refer to the Dev team Divergence proposal document for more information.

On January 25th, Divergence was removed. The changes to melee roundtime, PSM AoE setups, and short duration spell cooldowns (except 240) were made live across the game, while the changes to bards and wizards were suspended.

Spell Change
Bard Spellsong Hindrance Drains mana and incurs CastRT
Song of Sonic Disruption (1030) reduced damage (similar to Grimswarm)
Song of Tonis (1035) Enforces a 2 second minimum RT with exceptions for certain weapon types which are limited to 1 or 3 seconds, including aimed attacks. Proc rates on standard flares are reduced, inclusive of script-based flares that utilize standard Cat B damage types. Song of Tonis no longer provides a group bonus, unless under temporary 'Wings of Tonis' effect.
Spirit Slayer (240) "60" second cooldown
(shows up as 90 since it's applied when the spell is cast and runs concurrent with the base 30 second duration of the spell).
Rapid Fire (515) When CAST, it lowers the caster's cast roundtime down to 2 seconds and has no cooldown.
When EVOKEd, it lowers the caster's cast roundtime down to 1 second, and applies a 2 minute cooldown to the base spell and a 10 minute cooldown to the evoked version. The evoked cooldown is lowered by -1 second per EMC rank, down to -300 (making it a 5 minute cooldown).
Core Tap (950) 5 minute cooldown
Can still be activated multiple times during the cooldown with EL:E training.
Minor Steam (1707) Increased mana cost to 5 mana.
Area Name Level
Start
Level
End
Atoll 94 103
Crawling Shore 55 61
Forgotten Vineyard 58 66
Hinterwilds 96 114
Moonsedge ?? ??

08Jan23 Update

Per GM Estild on Discord

Regarding Wyrom's Creating Adventure - January 2023 (https://gswiki.play.net/Creating_Adventure_-_January_2023) announcement, below are the details we're currently planning for the removal of Divergence.  The current implementation can be reviewed at https://docs.google.com/document/d/1kN-1Of1A8HvgERjNQdBrXpQGk-SH72q4gqja9dkp33I/edit#heading=h.ynx2a2khr7o2.

Cooldowns for short duration spells (140, 211, 215, 219, 919, 1619) will go live.
Numerous effects (including the above short duration spells) were already made exempt from Manastorm, Spellburst, and Spell Sever.
Spirit Slayer (240): clerics are in a good position, but empaths probably need a few updates, so we plan to wait before implementing this cooldown.
Breeze's (612) haste effect will go live.
Updated minimum roundtime for melee weapons will go live.
All the other bard and wizard updates are suspended when Divergence is disabled.
PSM AoE setups (reduced from 4s to 3s) will go live.


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.

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 in the WEALTH command. 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.

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