Difference between revisions of "Wind"
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'''Wind''' is entered via a teleporter hidden in the mountains north of [[Britain]]. [[Character]]s and unridden [[Pet]]s need over 70 [[Magery]] skill in order to be allowed through. | '''Wind''' is entered via a teleporter hidden in the mountains north of [[Britain]]. [[Character]]s and unridden [[Pet]]s 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. | 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 [[ | + | 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. |
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==General Facts== | ==General Facts== | ||
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* Government (Trammel): Ruled by the [[Oracle]] | * Government (Trammel): Ruled by the [[Oracle]] | ||
* Government (Felucca): Ruled by the [[Oracle]] | * Government (Felucca): Ruled by the [[Oracle]] | ||
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==Landmarks== | ==Landmarks== | ||
* [[Wind Bank]]: | * [[Wind Bank]]: | ||
* [[Wind Park]]: 141°09'N 86°43'W | * [[Wind Park]]: 141°09'N 86°43'W | ||
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==Shops== | ==Shops== | ||
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* Teleporter to the surface: 129°22'N 88°53'W | * Teleporter to the surface: 129°22'N 88°53'W | ||
* Teleporter into [[Wind Park]]: 136°29'N 87°31'W | * Teleporter into [[Wind Park]]: 136°29'N 87°31'W | ||
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==See Also== | ==See Also== | ||
{{Dungeons}} | {{Dungeons}} | ||
− | + | {{Categorize|Cities and Towns}} | |
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Revision as of 10:35, 8 September 2011
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. 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