View Full Version : Ronan's Temple - Schism
nindon
06-13-2012, 10:38 AM
Did I miss any rooms, buildings or portals in the Schism on the attached map? There are quite a few items to investigate, but it's so busy with dangerous critters that I barely have time to stop and look.
everan
06-13-2012, 11:41 AM
How do you get in there? I've played around going through the ruined opening, and then through the arch area, but I don't know how to find the schism. Something to do with the shadow? Any help is appreciated. PM if it's some type of secret that can't be posted.
nindon
06-13-2012, 11:48 AM
How do you get in there? I've played around going through the ruined opening, and then through the arch area, but I don't know how to find the schism. Something to do with the shadow? Any help is appreciated. PM if it's some type of secret that can't be posted.
I attached only the Schism part of my map because I didn't want to give away any possible game secrets. I'll send you a PM.
nindon
06-27-2012, 05:02 PM
Attached is my entire map of the Ronan's Temple temporary hunting area in Solhaven.
I need to figure out what I am doing wrong in attaching these files. They always seem to turn out blurry.
I attached only the Schism part of my map because I didn't want to give away any possible game secrets. I'll send you a PM.
This isn't the officials, feel free to include game secrets in here. It's preferred by most people rather than not knowing.
nindon
06-27-2012, 07:50 PM
The reason the maps are blurry is because the forum shrinks file attachments. This link is to the map saved in my Google account in PDF format.
https://docs.google.com/open?id=0B3z8h0vXHoenNy1CeURzODhtTk0
Nephelem
07-01-2012, 03:48 AM
TOUCH the wall of shadow to get into the second section. TOUCH the obelisk in the drop room to teleport back to the wall of shadow room.
Kembal
07-02-2012, 05:07 PM
So what level of creatures are in here?
Nephelem
07-02-2012, 05:44 PM
Just a guess based upon how fast they fry me. 90s in the outer area for the shadow persons and spirits. I can't hurt the golems so no idea on them. 100-105 or so in the schism.
Drakefang
07-02-2012, 06:36 PM
I don't think the undead cause sheer fear in there. However, there is plenty of blessings needed. The area isn't terrible. However, if you do die, chances are high you won't get rescued due to the golems keeping you from being dragged. Can't fog out, either. Nothing disarms that I am aware of, unless it is deep in the schism area. If you stay in the outer area the worst you have to deal with is the golems bumping each other and dispelling you. I believe there are things in the schism that will implode you. Legionnaires maybe? I don't go that deep usually.
Kronius
07-02-2012, 06:41 PM
disfigured phantasmal riders (rebranded ethereal triton sentry) will do their horn maneuever, which is fear based, I believe. They will also Dark Catalyst, Focused Implode and Disintegrate you. the Puppeteers (Rebranded fetish masters) will Spikethorn and spawn puppets that will give you FoF. The monstrosities are just weak. Nothing disarms in the Schism, but it swarms a lot and you can only fog from the obelisk room.
nindon
07-04-2012, 07:47 PM
The creatures in Ronan's Temple and the Schism have stopped dropping treasure. I do not mean that they are dropping less treasure. I mean they are dropping zero treasure. It was sweet while it lasted.
droit
07-04-2012, 08:14 PM
Holy shit, you're right. That's bullshit!
Drakefang
07-04-2012, 08:55 PM
I guess they were tired of people farming it?
Frankly, the Red Dreamer storyline has been horribly run. It was a fabulous concept and I wish I had been a minor part in it, but I just felt it was too herky jerky.
Androidpk
07-04-2012, 09:24 PM
Wonder who came up with that bone headed decision.
droit
07-04-2012, 09:32 PM
My guess would be Mestys, actually.
Nephelem
07-04-2012, 10:45 PM
That really sucks.
everan
07-05-2012, 09:17 AM
I guess they were tired of people farming it?
That's where I hunt and I've only seen 3 other people in there and rarely at that, but maybe it's just the time when I hunt. What's the difference between farming and hunting?
Kronius
07-05-2012, 09:51 AM
I've been going there every other week or so to stock up on orb gems. They're just not dropping treasure AT ALL? So lame.
Archigeek
07-05-2012, 10:31 AM
Not much different than the galleon in Wehnimer's. Kenstrom indicated he'd bumped up the loot there, but it seems to still be next to nothing. I suppose the bigger question is, are these temp hunting areas the right answer? I think they're AN answer to the question, "when can my town have a capped hunting area"? But maybe quests aren't the right way to answer that question and these areas are just a crutch. Do these sorts of places take the focus off the quest and put it on the quick dive in, in an attempt to get the loot before the treasure goes to zip? Meanwhile, is there any chance of seeing capped hunting areas in more towns?
Kronius
07-05-2012, 10:47 AM
If it's this "easy" to create a temporary hunting ground, how hard could it be to just implement permanent capped hunting areas in each town.
I don't understand why there are only 3 capped hunting grounds when there are so many capped players.
Archigeek
07-05-2012, 11:26 AM
I think these temp hunting areas are in indication that some of the GMs really want to add more capped hunting areas. That said, it's way more complicated to add an interesting hunting place than a temp spot.
A new hunting area has to fit in; to be a part of the story so-to-speak, where these temp areas don't really need to fit. The schism is actually kind of cool in that sense I suppose, but it's still not the kind of place they can just leave there. It would make zero sense. And both the schism and the boats in Wehnimer's bay are just a few small areas, the post-capped boat being 9 rooms total. The critters are weak for their level, and borrowed in the schism. All in all, these areas do not live up to the standard for a good hunting area. I say that out of respect for the people who design hunting areas and critters and with no offense intended towards those who designed the temp areas, and I suspect the designers of the temp areas would probably agree.
I do think we need some new capped hunting areas. It doesn't take a genius to see that the quantity of capped characters is going to continue to grow... or experience less attrition than other level ranges, so why not satisfy your customers where they're at?
One last thing, the proposed voln changes are going to rock the Gemstone world. It is now going to be so easy to a hunting zone if you're in Voln, that it's going to have a big affect on who and how many are hunting where. In that regard it's tangentally related to this tangent...
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.