Prism of Light

  Entry to this “tourist attraction” at the north east point of Nujelm is by ticket only. Luckily Lefty the Ticket Seller will provide one at a price of 10,000gp. Hard cash only please (mark as quest item). The ticket has a duration of 12 hours. Descending the ladder leads to a room with crystals inhabited by wisps and a sign saying the attraction is close for repairs! The doors to the dungeon are hidden by curtains, but not locked. Negotiating the passage behind the doors is only problematical on Siege shard, where some of the occupying wisps are Dark […]


Orc Caves

Excavated by the orcs when driven from their homes by the attack of savages from Ilshenar, the orc caves are deep in the Serpent Spine Mountains of Felucca and Trammel; the entrance close to the end of Rat Valley (1.13’N 22.00’W 1010, 1428) is guarded by small groups of orcs, sometimes accompanied by an ettin. Extending from the entrance a long tunnel occupied by orcs, orc lords, orc scouts and orc choppers leads to the first of three large cave areas. A palisade across the opening restricts access while beyond a dire wolf joins the orcs roaming the area. Steps […]


Khaldun

For many years Khaldun, in the Lost Lands, existed only on the Felucca facet. This changed Halloween 2018 with the Treasures of Khaldun event when the Trammel Khaldun dungeon was discovered. It is the lost Tomb of Khal Ankur, leader of a cult who worshipped death and sacrifice. The tomb was excavated by his zealot followers, their carvings can be seen and examined on the walls. Such was the strength of their beliefs that they sealed themselves in the tomb with their master’s corpse on completion. Khaldun was found and opened by a group of four explorers, Tavara Sewel, Morg […]


Delucia (Trinsic) Passage

The Passage to Delucia, sometimes called Trinsic Passage, begins in the mountains some considerable distance south West of Trinsic (148.47’S 22.55’E 1649, 3317). The passage is in two parts, the first short and simple, the second offering two alternative routes. These are marked on the map below as a red route and a yellow route (click the image to see the large, animated version). The red route is short and the passages empty but the yellow route, eventually leading to the City of the Dead, is somewhat different. Turning away from the red route the adventurer travels uphill past Lava […]


Destard

Located in the Serpent’s Spine mountains on the western side of mainland Britannia, south of Skara Brae farms and north of Destard Swamp, Destard is one of the anti-virtue dungeons, as such hunting there can give virtue artifact drops. The Felucca incarnation of this dungeon is also a valid location for stealing from monsters, though the monsters here may not take too kindly to the attempt. It is also the location of the Cold Blood champion spawn. Destard is the anti-virtue opposed to Valor, the opposite of ‘valor’ being ‘cowardice’. Though with the majority of the inhabitants being dragon-kind it […]


Britain Passage

Britain Passage, through the sewer, is a twisting route to the lost lands. The sewer is reached by descending ladders in the center of Britain (1.29’S 11.57’E 1493, 1641). In Felucca the sewer is unoccupied, the route gives access to Lost land close to the Champion Spawn ‘Hoppers Bog’. In Trammel sewer rats and bullfrogs frequent the paths while alligators swim in the swamp below. At some points the denizens of the deep sewers can be seen; acid elementals and orcs. While the password to reach these areas is still active the bridge to exit the area collapsed during the search for […]


Loot Generation

The Random Loot Generator came into use as part of the Shame Dungeon revamp, publish 73, 2011. In publish 86, September 2014 all random loot, globally, became generated in this way. Named Quest Rewards and Artifacts from the various Artifact Collections, having fixed, not random, properties are not affected. All magical items (weapons, armor, and jewelry) spawn with properties generated by the Random Loot Generator. These include items found, On Monsters In SoS Chests In Treasure Chests In Dungeon Chests In Khaldun Puzzle Chests In Paragon Chests From Dredging Hooks From Quest rewards Lost Items (Honesty Virtue) Loot obtained from […]


Ilshenar Paragon Creatures

All Creatures from tiny birds to Ancient Wyrms spawning in Ilshenar have a 5% chance to spawn as a Paragon of its type. A paragon is bright gold in color and has the tag (Paragon) on the end of its name. It has significantly enhanced stats, skills and regenerative powers than normal: Hit points multiplied by 5 Strength raised by 5% Dexterity and Intelligence raised by 20% All skills raised by 20% Base damage raised by 5 points Poisoning, if present in the creature type, raised by one level (but capped at ‘lethal’) Fame and Karma adjusted by 40% (positive […]


Percolem Quest Guide

Percolem can be found in Royal City,Ter Mur in the little market area. He gives a series of tiered quests. You must complete a set number of each tier before you may move on to the next, each tier also has a cooldown period between quests. Begin with Tier 1, for which there is no qualifying requirement. All of these quests are repeatable. All the creatures required for these quests are found in either Ter Mur itself or the Stygian Abyss. The two maps linked below will help you to locate them. Stygian Abyss and Ter Mur . To advance up […]


The Murder System

Guide to understanding the Murder System Attacking an innocent (Blue) character in Felucca, or other area having the Felucca ruleset, is considered an attempted murder. If the victim dies before the criminal flag timer ends, the attacker is guilty of murder, regardless of whether he actually administered the killing blow. This includes damage inflicted by pets or summons. A murdered character can elect to report his murderer(s), reporting can take place some considerable time after the actual attack. If you are reported in five or more successive murders you will highlight red to other players and come under the restrictions […]