Difference between revisions of "Wind"
m |
|||
Line 7: | Line 7: | ||
Note that simply running over the [[teleporter]] will not cause your minions to be brought with you - They must themselves step on it in order to be transported. One way to do this is to tell them to stay in one location, walk to the opposite side and then order them to follow you. In this way they will step on the plate and be transported prior to your character. | Note that simply running over the [[teleporter]] will not cause your minions to be brought with you - They must themselves step on it in order to be transported. One way to do this is to tell them to stay in one location, walk to the opposite side and then order them to follow you. In this way they will step on the plate and be transported prior to your character. | ||
− | Be warned that Wind is just as much a [[dungeon]] as it is a [[city]]. [[Lich]]es and [[Daemon]]s inhabit the warren of caves where you first appear. The more civilised area lays in the center of the zone. | + | Be warned that Wind is just as much a [[dungeon]] as it is a [[city]]. [[Greater Dragon]]s, [[Drake]]s, [[Lich]]es and [[Daemon]]s inhabit the warren of caves where you first appear. The more civilised area lays in the center of the zone. |
==General Facts== | ==General Facts== |
Latest revision as of 14:50, 22 March 2020
Wind is entered via a teleporter hidden in the mountains north of Britain. Characters and unridden Pets need over 70 Magery skill in order to be allowed through.
Note that simply running over the teleporter will not cause your minions to be brought with you - They must themselves step on it in order to be transported. One way to do this is to tell them to stay in one location, walk to the opposite side and then order them to follow you. In this way they will step on the plate and be transported prior to your character.
Be warned that Wind is just as much a dungeon as it is a city. Greater Dragons, Drakes, Liches and Daemons inhabit the warren of caves where you first appear. The more civilised area lays in the center of the zone.
General Facts
- Theme: City of Magic
- Associated Virtue: None
- Common Professions: Wizards, Mages, Oracles
- Location: 64°30'N 2°40'E
- Government (Trammel): Ruled by the Oracle
- Government (Felucca): Ruled by the Oracle
Landmarks
Shops
Alchemists & Mages
- The Alchemist of Wind: 134°23'N 79°07'W
- Magical Supplies: 131°50'N 86°39'W
- Wind Alchemy: 135°47'N 90°13'W
Bakers & Butchers
- Mage's Appetite: 137°06'N 76°04'W
Healers
- Wind Healer: 131°02'N 82°22'W
Inns & Taverns
- Seeker's Inn: 139°28'N 89°21'W
- Wind Tavern: 126°33'N 85°17'W
- Windy Inn: 138°57'N 79°24'W
Provisioners
- Mage's Things: 133°40'N 90°38'W
Tailors & Tanners
- Windy Clothes: 134°23'N 87°48'W
Weapon & Armor Shops
- The Hammer and Anvil: 6°51'N 7°22'E
- Heavy Metal Armorer: 2°38'S 8°38'E
- The Lord's Arms: 3°30'N 3°18'E
- Strength and Steel: 3°20'N 11°36'E
Other
- The Learned Mage: 129°06'N 84°16'W
- Seat of Knowledge: 126°28'N 83°02'W
- Teleporter to the surface: 129°22'N 88°53'W
- Teleporter into Wind Park: 136°29'N 87°31'W