Difference between revisions of "Underkingdom Surface"
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Wizard Trainer (among the finest to be found), Chap's Bar and Grill, the Pawnshop, the Tanner, The | Wizard Trainer (among the finest to be found), Chap's Bar and Grill, the Pawnshop, the Tanner, The | ||
Bank, and the Locker room. Vendors for Balm and Recalls can be found in the Plaza around the | Bank, and the Locker room. Vendors for Balm and Recalls can be found in the Plaza around the | ||
pool. <br> | pool. <br><br> | ||
Wandering the plains east and south of town, you will encounter wyverns of many | |||
different colours and varieties. Some are just plain wyverns, while others area | |||
resistant to fire or ice. The Yasnaki use wyverns like we use laboratory mice and the different types that | |||
wander the plains are the result of Yasnaki i experiments in | |||
spell resistance. The green wyverns are the control (placebo) | |||
group, having no resistance, the red ones are resistant to fire and so on and so forth. All are | |||
deadly, particularly when they attack as a pack. But even more deadly to the careless is the | |||
wandering Drake - Rover. The result of yet another Yasnaki summoning, his attacks are not unlike | |||
those of the Drakes encountered in the surface lands, except that he has not been known to | |||
breathe lightning (the Yasnaki were playing it safe this time around). However, what he | |||
lacks in breath he more than makes up for in sheer speed, as his attacks are lightning | |||
fast. He is otherwise as durable as his Leng Counterpart, and requires the same | |||
weapon selection to bring down (Blue-Glow or ice spear). <br><br>In the centre of the plains lies | |||
a large lake. As wyverns cannot swim, you may be tempted to take refuge in the water, | |||
but beware. The lake is inhabited by strange tentacled creatures know as lurkers which can inflict | |||
a highly poisonous s bite. Magic users will find that lurkers have the useful habit of yielding mana | |||
restore potions quite regularly. In the extreme southeast corner of the plains lives a lonely thief | |||
trainer - the only one who can teach the powerful venom spell. To the northeast edge of the | |||
plains are three air drops which will take the adventurer to the lower levels. The north air drop | |||
leads to the -200 level, the middle to the 100 level and the south drop to the -300 level. | |||
===<u>Recommended Level</u>=== | ===<u>Recommended Level</u>=== | ||
13+ | 13+ | ||
==Notable Monsters== | ==Notable Monsters== | ||
Revision as of 16:22, 9 May 2023
Overview
When you arrive on the other side you will be at the north end of Underkingdom town
and will be quite safe (for the moment).
The Kobold City is an Island amid the chaotic
rampages of the surface and the underground realms, Inhabited by Lawful kobolds,
a race that has withstood the test of time and the ravages of The Yasnaki and the Troll King.
Kobold City offers many of the same amenities as Kesmai and the other known realms. The upper
level of the town has a special gate that leads to the surface. This gate was built to keep the
wyverns of Wyvern Plains out, thereby protecting the inhabitants. To the West of the gate is the
entrance to the Underkingdom Thieves' guild. The Upper level of town itself has the usual MA and
Wizard Trainer (among the finest to be found), Chap's Bar and Grill, the Pawnshop, the Tanner, The
Bank, and the Locker room. Vendors for Balm and Recalls can be found in the Plaza around the
pool.
Wandering the plains east and south of town, you will encounter wyverns of many
different colours and varieties. Some are just plain wyverns, while others area
resistant to fire or ice. The Yasnaki use wyverns like we use laboratory mice and the different types that
wander the plains are the result of Yasnaki i experiments in
spell resistance. The green wyverns are the control (placebo)
group, having no resistance, the red ones are resistant to fire and so on and so forth. All are
deadly, particularly when they attack as a pack. But even more deadly to the careless is the
wandering Drake - Rover. The result of yet another Yasnaki summoning, his attacks are not unlike
those of the Drakes encountered in the surface lands, except that he has not been known to
breathe lightning (the Yasnaki were playing it safe this time around). However, what he
lacks in breath he more than makes up for in sheer speed, as his attacks are lightning
fast. He is otherwise as durable as his Leng Counterpart, and requires the same
weapon selection to bring down (Blue-Glow or ice spear).
In the centre of the plains lies
a large lake. As wyverns cannot swim, you may be tempted to take refuge in the water,
but beware. The lake is inhabited by strange tentacled creatures know as lurkers which can inflict
a highly poisonous s bite. Magic users will find that lurkers have the useful habit of yielding mana
restore potions quite regularly. In the extreme southeast corner of the plains lives a lonely thief
trainer - the only one who can teach the powerful venom spell. To the northeast edge of the
plains are three air drops which will take the adventurer to the lower levels. The north air drop
leads to the -200 level, the middle to the 100 level and the south drop to the -300 level.
Recommended Level
13+
Notable Monsters
Wyverns
Large packs of Wyverns roam these lands. Individually they are barely a threat but they can swarm experienced adventurers if they're not wary.
Lurkers
Lurkers hide in the waters down here. Their bites are quite venomous so be prepared.
The Drake
The Underkingdom Drake roams the surface here. Many adventurers not prepared to fight the drake have been killed by him. Avoid him unless you know you're ready!