Showing posts with label Aria Reservoir. Show all posts
Showing posts with label Aria Reservoir. Show all posts

Monday, 29 April 2013

Wizardry Online: Cartography Project

Since the maps in Wizardry Online are more than a bit lacking in detail I thought I'd try manually draw out each floor to help other adventurers better plan and prepare their forays into hostile territory. The scale is not exact and I'm sure there are errors or things I've missed somewhere so please advise me when you find them so I can fix them up!

Also, I'm more than happy to put up maps done by other people here to try collate them all into one place. If you have a map you want included please let me know. Alternatively if you want to read about my experiences in game you can do so at A Touch of Wizardry.

Completed Maps:
Caligrase Sewers
Kaoka Parrej Ruins
Deltis Keep
Trials of Fantasy [incomplete]
Golden Dragon Ruins First Floor
Golden Dragon Ruins Second Floor
Chikor Castle (thanks to Quark for helping with this one!)

Donated Maps:
Descension Ruins First Floor by Dremlock

Since I'm not active on Wizardry Online at the moment I thought I'd put up map kits containing the base maps and icons I've used in the above if anyone wants to continue the cartography work. Please feel free to use the below.

Map Kits:
Caligrase Sewer Base
Kaoka Parrej Base
Deltis Keep Base
Golden Dragon Ruins Floor 1 Base
Golden Dragon Ruins Floor 2 Base
Chikor Castle Base
Trials of Fantasy Base
Icons Base

Thursday, 4 April 2013

Watching the Wall of Death

Part of the journals from Wizardry Online! You can view the rest here!

Been a very monotonous set of weeks since our last report. I'm taking a break from immolating these pesky venom beetles at the Aria Reservoir right now but I don't seem to be gaining any ground. The same is true for Mr. Caanon and Quark who advanced into the deepest parts of the Temple of Oblivion and are seemingly blocked by one final barrier before being able to retrieve the soul gem itself. Guarding it however are powerful spirits and the embodiment of death itself, better known here as "the Watchman". Overpowered by this horrible foe they've been training up again with the cursed coins deeper in Aria. Thanam has also taken up a more direct combat approach and is training with them having multi-classed to a fighter role as well while still keeping some of his thief skills making him a bit more versatile than old white hair. ;P

Lastly I came across this amusing graph made by the other veteran members at the adventurer's guild, and so far it seems accurate.


Wish I had better news (or simply more news) but for now all we can do is carry on and train up until we can defeat that Watchman waiting in Oblivion.

-Selenka

Sunday, 24 March 2013

Training to face Oblivion

Part of the journals from Wizardry Online! You can view the rest here!

With Dwark looking into further leads to chase down the "mysterious four", we received a quest from the elf priestess Caladre to recover a soul gem from a nearby underground shrine called "the Temple of Oblivion". The crumbling, claustrophobic tunnels are littered with traps and are home to powerful spirits, zombies, demonic imps and conjurers who are (despite our newly upgraded gear) too dangerous to deal with. Even more annoying is that like the Golden Dragon Ruins, this place has barriers blocked by riddles that can only be solved by exploring each passage for historic slates.

Despite that I managed to get Caanon and Quark past the first barrier and they made it all the way to the second floor by luring each guardian spirit (in each barrier) one by one. The zombies are comparatively the safest to deal with as thier slow gait still makes them easy spear fodder and the majority of the paths are linear.

Still, they've come across a chamber with "light spirits" which are too strong to push past so they returned to town to train up a bit first. Fortunately Caladre isn't in a hurry for that gem, so Quark and Caanon have been hunting the cursed coins back at Aria, as well as more Bullspawn (with the porkul thief Arsenic and elf mage Helga) to gain the strength needed to face the horrors still awaiting them in the temple. Selenka has also finished helping Mighty Dog at Deltis Keep and is now assisting the remainder of the cavalry unit at the Aria entryway, while I've continued culling the numbers of Zule back at the Golden Dragon Ruins. It is worth noting that our masked "friend" Arahawi was also in the Temple sometime before us as he took the soul lantern of a spirit there. Tried questioning him on the matter but he seems content on just giving out free tarot card readings in town while avoiding questions.


If only we could train like Stephen Amell!

-Thanam

As an OOC note: The multiclassing system sounds really interesting here. Quark switched from priest to mage and back (having gained skills/levels between each switch) and it looks like you can bring a number of skills from your previous profession over to your new one. Even better you can "grandfather" skills by bringing skills further down the skill tree back to the original class saving you points from any skills you didn't use higher up but previously needed to unlock. Powerplaying sounds like a key mechanic here, the only draw back is each time you change you require 7 class stones of the relevant class which only drop from monsters in... the Temple of Oblivion. :P

Sunday, 17 March 2013

Aria Reservoir: the Core of Evil

Part of the journals from Wizardry Online! You can view the rest here!

Seems there's something happening behind the scenes in this kingdom as Quark's team and I encountered a strange party of "evil doers" in the lower core level of the Aria Reservoir. This floor features larger hallways mainly patrolled by more cursed coins, while the main spacious "dance hall" is patrolled by petryfing shadows who are easily enough avoided if you put your mind to it. It is best divided into three sections:

A Tale of Knights Reception:
The first barrier was not far into the second floor at all, held by a riddle of four knights and a foolish king. While I could defeat each knight individually I needed Quark's help to beat them all together. Once out of the way we were allowed entry to the main area.

The Petrifying Dance Floor:
Taking up the largest area on this level, it is pretty easy to navigate if you stick to the walls to avoid the lurkers. Stairs down on either side lead to either spider or frog infested sewers, both of which we ended up harvesting for reagents with Jaina's help (Quark's thief friend). The frogs were more dangerous - definitely evade their poison tounge attack! Also within their lairs were items that needed to be "mirrored" then given to statues in the dance hall itself to access the next area - defended by Shadow Dancer zombies. Despite their name they still very much lacked dexterity and were easy prey for my spear.

Back Area:
Ran into the masked aristocrat Arahawi here and he's very much as untrustworthy as Sel first said. Still he had a potion of magic negation which we required to access the last barrier, but not only was it protected by dark magic but also by four minotaurs! Fortunately Porkul and I could spear them through the door that they were too fat to fit through. Once within the barrier we encountered the strange party I spoke of earlier composed of a patchwork giant, an elven vampire, a masked fencer and the same sorceress from Deltis Keep, who seemed to be their leader.


Apparently they were giving out Beta-keys!

They didn't deem us worth the trouble of fighting though and instead the vampire let loose his "pets" on us - more bullspawn. After the battle the four had fled to parts unknown and we were left to return to town and report in our findings. On a lighter note Quark has made me an honorary member of his currently 7 strong union called the "Porkul-pickers". From those that I've met I think you'll like them, they seem to be Dragonarm material.

-Caanon

Thursday, 14 March 2013

Entrance to the Aria Reservoir

Part of the journals from Wizardry Online! You can view the rest here!

Prime Minister Zermu Terlu gave us another task this week, to eliminate the bullspawn demons that dwell in the deeper parts of the Aria Reservoir. Apparently the place had long ago been sealed up, and only recently been reopened by an entire cavalry unit to help the ministry's survey team do their job. I am upset to report that Mr. Caanon and Thanam both said it was too dangerous for me to go so I remained in Illfalo Port while they went ahead. I wonder if it's because the souls lost sign board now says 75 for last month, whereas the month before it was zero?

Anyway, I decided to help out Mighty Dog back at Dimento Keep - fighting off rival gangs and the wizards that reside in the deeper parts.I was somewhat surprised when Thanam snuck up on me there later (I almost shot him with magic, thinking he was a rogue! Technically I was right). Apparently Mr. Caanon had made it through the first floor of the reservoir with his friend Quark and two other fighters. According to his description it was broken up into three major areas.

Market Entrance
Plagued by giant flies that the remaining cavalry forces keep at bay, the first barrier required a simple ticket bought from a machine at the end of the right hand hall, something Thanam said was easy for him to get. Past the barrier guarded only by a rotting nobleman and some flies, was the empty market which is guarded by cursed coins and by clouds of deadly poison elementals, and is where Quark and his team of fighters: Nyenya (human) and Porkul "Porky" were met.

Dark Horse Circuit
The next barrier was right beside a broken horse statue which the team had to first repair, requiring only a horn (it was a unicorn statue apparently) but also lot of running through dark places and from many creatures. The barrier itself was defended by a large group of knights, probably soldiers from the cavalry unit that had been corrupted be the cursed coins. Fortunately their team was strong enough to defeat them all.

Drain Section
According to Thanam the final part was another long sewer filled mainly with slimes with a final barrier that needed another ticket from a nearby machine. Only this time it cost Kraken Coins (1 for porkuls, 2 for everyone else)! Good thing Mr. Caanon brought spares as some of his allies were short. The guardian itself was a giant slime, nearly as big as the chamber it was in. Mr. Caanon nearly died fighting it, but the team managed to push past it to the second floor.

As dangerous as it is hideous.

Apparently Mr. Caanon then sent Thanam back to check on me! Seriously, I have half a mind to go in there and bop him on the head myself!!! >.<

-Selenka