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Re: World Respawn - Part 2
Currently changed dungeons/places are:
Despise: Back to it's former style of Ettins, Ratmen, & Ogre lords.
Wrong Sort of the same but thinned out a bit and some new treats on lower levels.
Destard: Few minor tweaks on 1st level, 2nd and third are not as thick now.
Ice: The return of Arctic Ogre Lords, original White Wyrm Spawn, Ice Fiend lair is worth going to now.
Ophidian Lair: Back to Ophidians, pretty thick spawn but it's always been that way, just lure em for the one at a time kill.
Shame: This one is going to be a hot spot, especially the lower levels. Go see for yourself.
Daemon Temple on Fire Island: Back to Deamons, Drakes, Dragons, Fire Elementals and Lava Serpents. Good Training ground for dexxers and tamers.
Britain Sewers: For what it's worth, I gave this place a decent newbie training spawn, more or less small creatures like alligators for gathering leather, giant rats, quagmire, swamp tentacles, mound of maggots (these things carry 200-250 gp each and are easy kills), and a boss type creature, the plaguespawn. Like I said, it's not a place to be wowed over but a good start for newbies.
Titan Valley: Now has an evil wandering healer for reds, thinned out a lot of the cluttered spawn on the northern side, added elder gazers, a few more cyclops/titans, has two beetle spawns and now the teleporter works both ways near the healer.
Covetous: More or less the same stuff but thinned out and easier to work with, the nightmare now spawns in a random spot throughout level 3 every few hours.
Khaldun: Thinned out spawn and traps, 3 spaced out harrower tentacle pits, a succubus, a shadow knight boss (yes, a new creature) in the lower level, blood elementals, ancient liches, zealots, executioners, a few cursed and spectral armours to go with it's theme, few molochs and chaos daemons. The 4 Khaldun explorers are back (the return of green spellbooks), and now something that will entice you even more. A nightmare now spawns at a random location within the dungeon every few hours. Fixed the teleporters and the hidden door to the central area now requires a hidden switch to be pulled (goodluck finding it, hehe). There are 5 new puzzle boxes with level 6 chest loot now 9used to be only level 2). While these creatures are tough and yield good loot, keep in mind that Khaldun is huge and they are spaced out and placed just right to give everyone a fair chance and not be so overwhelming. Hopefully this dungeon will now become useful. Enjoy.
Britain Graveyard: Toned down the spawn, back to zombies, skeletons, restless souls and one bone magi.
Barrier Isle East of Trinsic: Added more bulls and bears for the tamer in training, added ridable llamas and two water elementals that spawn in the center lake.
Fire Cave passage to Delucia: More Efreets, Large Hellcats are back, a Phoenix spawn that is random anywhere in the cave, a few other spaced out heat themed creatures. Removed all traps within.
Wisp Pillars: Not sure how many old schoolers will remember this place but for what it's worth, they are alive and well again south east of Shame entrance.
Last edited by Engage; 06-06-2007 at 09:03 PM
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