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Version vom 15. August 2020, 11:34 Uhr

de:Kitin-Nest en:Kitins' Lair es:Kitinero fr:Kitinière ru:Китинник
 
UnderConstruction.png
Übersetzung zur Überprüfung
Gib nicht den Mitwirkenden die Schuld, sondern komm und hilf ihnen. 😎

Bernstein der Geographie
Kitin-Nest im Almati-Wald
Kitiniere.png
Sub-Kontinent Almati-Wald
Ökosystem Urwurzeln
Niveau der Region 1 - 250
Areal 1.39 km²

Einführung

Das Kitin-Nest ist eine High-end-Zone des Spiels. Es wurde speziell angelegt, um die schrecklichsten Kreaturen zu enthalten und für alle außer die erfahrensten Spieler tötlich zu sein.

Das Kitin-Nest kann über den Almati-Wald betreten werden; dieser kann über Teleporter im Karavan-Tempel und Kami-Heiligtum erreicht werden oder durch spezielle Pakte einiger Berufe.

This zone, has been implemented in December 2009. At that time, It was not fully implemented, and only the first three rooms were accessible: The entry room, the Cattle Room and the Prime Eggs room. The other areas that appear on the map, the Old Mines, the Dark Mines, the Princess' Room and the Queen's Room are not represented in the game map which still hasn't been updated yet.

Gründe, das Kitin-Nest zu besuchen können unter anderem sein

Als einziger NPC kann hier unten mit Ana Ryon gesprochen werden. Sie befindet sich direkt am Eingang und vergibt die Missionen zu den Kizoar- und Kincher-Ritus. Auch beim Larvisten spielt sie eine Rolle. Neben ihr befinden sich Lano Fergoto und Xan Mi Chon, die beim Larvisten beziehungsweise Papiermacher wichtig sind. Desweiteren gibt es eine Reihe Ranger-Wachen sowie einige Wanderer, die zum Mediziner-Beruf gehören.

Während das Nest einig der gefährlichsten Kitin beherbergt und unerfahrenen Spielern schnell den Tod bringen kann, ist es keine unmögliche Todesfalle. Am Eingang unterstützen einige hochstufige Ranger-Wächter angegriffene Homins. Auch der Rest des Nestes ist nicht viel gefährlicher als einige Ecken im Hain der Verwirrung oder den Lagunen von Loria.

Das Nest gehört ökologisch zu den Urwurzeln, so dass beim Ressourcen-Abbau und der Jagt auf Bosse Material mit Urwurzel-Ausprägung abfällt.

Im Weiteren werden einige Bereiche des Nests beschrieben - also Obacht, das umfasst auch Spoiler.

Eingang

The entrance of the Kitin's lair.

Direkt hinter dem Eingang zum Nest ist eine sichere Zone. Sie wird von 7 Ranger-Wachen, 5 Nahkämpfern und 2 Magiern bewacht, die Spieler unterstützen und quasi jede Bedrohung erfolgreich bekämpfen können.

Ana Ryon, Lano Fergoto und Xan Mi Chon befinden sich ebenfalls beim Eingang. ana Ryon vergibt die Missionen für den Kizoar und Kincher-Ritus und spielt auch beim Larvisten eine Rolle. Lano Fergoto ist für den Larvisten ebenso von Interesse während Xan Mi Chong Larven als teil der Ausbildung zum Papiermacher annimmt.

Eingangshalle

The entry room.

Sobald man durch den Eingangsbereich des Nestes durchquert hat, erreicht man diesen Bereich, der offiziell keinen Namen trägt, so dass er meist Eingangshalle genannt wird. Er besteht aus einem großen offenen Raum an den sich einige Tunnel in verschiedene Richtungen anschließen.

Kitin

Kipesta patrouillieren hier in 4er-Gruppen. Sie sind schnell und entdecken Homins schon aus großer Entfernung und die engen Tunnel machen es schwierig ihnen auszuweichen. Deshalb ist es empfehlenswert, sie zu den Wachen am Eingang hinzulocken und an den Orten vorbeizulaufen solange sie tot sind. Dies könnte man einige Male wiederholen, da es mehrere Patrouillen gibt.

Ein Terminator Kipucka geht auch Patrouille, bewegt sich aber nicht so schnell, kann aber Tunnel blockieren. Auch dieser kann zu den Wachen gelockt werden, um sich seiner zu entledigen.

Am östlichen Ende des Raumes ist ein Kitin-Hügel aus dem regelmäßig Kincher mit einer Herde Pflanzenfresser auftauchen, die Pflanzenfresser in die Zuchtkammer treiben, sie dort lassen und anschließend in ihren Hügel zurückkehren, um später wieder aufzutauchen. Diese Kincher werden ihre aktuelle Tätigkeit unterbrechen, um Homins zu töten sobald sie diese entdecken. Wenn der Kincher getötet wird, verschwinden die Pflanzenfresser wieder im Hügel und beim nächsten Mal tauchen zwei Kincher mit der Herde Pflanzenfresser auf.

Resourcen

Der Eingangsraum enthält Insektenlarven aller Güte bis zu einer Qualität von 30, die Larvisten und Papiermacher der Stufe 1 benötigen. Die normalen, durchschnittlichen verzüglichen und ausgewählten tauchen an verschiedenen Stellen auf und sind nicht jederzeit verfügbar.

Pflanzen

Der Eingangsraum und die umgebenden Tunnel beherbergen Toopetz Gret, Amoeba Dan, Ploomweed Dash und Cokamool Frez , die für den Mediziners und Papiermacher nötig sind in den Stufen 1 und 6.

NPCs

Dexus Lyron, Alizi Ferro, Dida Mc'Dolonay und Zin Di-Dao durchstreifen den Eingangsraum und die umgebenden Tunnel. Sie sind Kontaktleute für Mediziner aller Stufen. Die Kitins ignorieren diese und sie sind auch uninteressant, wenn man kein Mediziner ist.

Zuchtkammer

The cattle room.

The Cattle Room is just east of the entry room. It's in the shape of a large bowl with the cattle in the middle and kitin patrolling around the edge. It's for the most part quite a safe place until someone does something to make the kitin raise the alarm, which turns the whole Cattle Room into a deathtrap until things quiet down again.

Vieh

In the bowl in the center of the Cattle Room is the cattle. There are bodocs, armas, aranas, madakams and ploderos. Note that they are not native Prime Roots creatures, but are 'imported' from aboveground.

You can kill and quarter the cattle, and in fact have to for the Butcher occupation. Herbivores of the same species are social with eachother and will comes to eachother's aid if you attack one of them. They also don't respawn until all specimens of the same species are killed. Furthermore, if any kitin spot you fighting herbivores, they'll raise the alarm and kill any homin in the Cattle Room. Thus, it's recommended to kill herbivores only in the very middle of the room where the Kipees won't spot you.

Sometimes a Kincher may deliver another group of herbivores to the cattle room, like gubanis or lumpers. But these aren't native to the cattle room, aren't needed for any butcher mission and won't respawn. They'll just wander around for a bit and then die.

Kitin

A kincher herding cattle.

Groups of Kipees patrol around the edges of the Cattle Room. They're generally harmless and won't attack you unless attacked first. However, if they see any homins fighting their cattle, or if they're attacked directly, they will raise the alarm. Once the alarm is raised, all Kipees in the room will attack any homin on sight until things calm down again.

Large groups of Kirosta sit in their own rooms to the north and south of the main room. Though they'll attack any homins they see, they're usually easy enough to avoid by just staying out of those rooms. However, if the alarm is raised, they'll rush out of their rooms into the cattle room and kill any homin in there.

Periodically a Kincher will emerge from the entry room with a group of herbivores, leave the herbivores in the cattle room and return back to the entry room. This Kincher will drop what it's doing to kill you if it spots you, so is a danger if you're on the west side of the Cattle room.

A group of aggressive Kizoar that patrols the old mines periodically wanders by the east side of the Cattle Room, and is a danger if you're on the east side. All the more because if the Kipees spot the Kizoars attacking you, it'll set off the alarm in the Cattle Room.

Resourcen

The west side of the Cattle Room holds Insect Larva of all grades up to quality 60 for Larvesters and Scrollmakers up to grade 2. The east side holds them up to quality 90 for Larvesters and Scrollmakers up to grade 3. The plain, average, prime and select all pop in different locations, and may not be available at all times.

Pflanzen

The west side of the Cattle Room has Toopetz Gret, Amoeba Dan, Ploomweed Zuc and Cokamool Kloro for Medics and Scrollmakers to kill at grade 2. The east side of the Cattle Room has Toopetz Dual, Amoeba Tolz, Ploomweed Zuc and Cokamool Kloro for Medics and Scrollmakers to kill at grade 3.

Alte Minen

The old mines.

East of the Cattle Room are the Old Mines. At the moment only a few tunnels of the Old Mines are open and for most purposes they serve mostly as an extension to the Cattle Room.

Kitin

Groups of Kibans wander around the Old Mines. They're generally harmless and won't attack you unless attacked first. However, if they see any other kitin fighting you, they will join in and attack you as well.

One group of aggressive Kizoars patrols the Old Mines. They do not move very fast but do spot you from quite far away, and cannot be avoided in the narrow tunnels. It's recommended to watch your compass for them and run the other direction when you see them coming. Also be warned that running into the Cattle Room after they've spotted you will set off the alarm there.

Kizokoo also pops in the Old Mines. Be aware that he and his guards are also aggressive, so don't come too close if it's up. Luckily they stay in the same place. Killing Kizokoo requires a complicated sequence to be followed and isn't recommended for inexperienced teams.

Resourcen

The Old Mines hold Insect Larva of all grades up to quality 90 for Larvesters and Scrollmakers up to grade 3. The plain, average, prime and select all pop in different locations, and may not be available at all times.

There is also a skull filled with forage sources in a corner somewhere. This plays a part in the Kincher rite. The sources can't be harvested.

Pflanzen

The Old Mines has Toopetz Dual, Amoeba Tolz, Ploomweed Zuc and Cokamool Kloro for Medics and Scrollmakers to kill at grade 3.

Tunnel zum Haupt-Gelegeraum

The prime eggs room entrance.

West from the entry room, the road to the Prime Eggs Room is a single long tunnel with nowhere to hide. There are no resources here and no plants. All there is is a nice view of the depths below.

The Kipesta groups and the Terminator Kipucka that patrol the entry room also patrol this tunnel. And if you encounter them here, there's no way to avoid them in this narrow tunnel. You'll have to either make sure you've pulled them all to the guards at the entrance before making the run to the Prime Eggs Room, or be able to survive running past them and then able to outrun them before you reach the Prime Eggs Room.

Haupt-Gelegeraum

The prime eggs room.

The Prime Eggs Room is far west of the entry room, and not on the map. It's in the shape of a narrow gallery running from north to south, with large open rooms both to the east and west of it. The edges of both rooms are largely safe, the gallery in the middle is much more dangerous.

Eier

The Eggs are in clutches around the edges of both rooms. Most Eggs are just scenery objects, but one in each groups can be attacked and killed. Beware that these Eggs will release a cloud of toxic gas upon death, and that killing them angers the Kipees. If one of the eggs is destroyed, the Terminator Kipee spawns after a few minutes.

Kitin

Groups of Kipees patrol the Prime Eggs Room, both the gallery in the middle and the rooms on both sides. They're generally harmless and won't attack you unless attacked first, or unless someone destroys an Egg (egg must release a toxic gas to valid this condition). If an Egg is destroyed, a group of Kipees will become aggressive and rush to the scene, attacking anyone nearby.

Groups of Kipuckas also patrol in the same pattern, but these will attack any homins on sight. Be careful as they're easily mistaken for the Kipee groups at a glance. Also be aware that their patrol routes are irregular, and they may at any time decide to suddenly turn around or head in another direction. In the far corners of the room, you are safe from being seen by the Kipucka unless someone drags them to you.

On the far south side of the room, where the Kipucka won't see you, you may instead be seen by the Kipesta groups or the Terminator Kipucka that patrol the tunnel leading to the Prime Eggs Room. Though they don't enter the Prime Eggs Room itself, they can spot homins from quite far away. If you're hiding in the far south of the Prime Eggs Room, watch your compass for these Kipesta groups approaching.

The Terminator Kipee will enter the room from the north if any eggs are destroyed. It will calmly replace the eggs and then disappear again. It is harmless unless attacked directly.

Resourcen

The south side of the Prime Eggs Room holds Insect Larva of all grades up to quality 120 for Larvesters and Scrollmakers up to grade 4. The plain, average, prime and select all pop in different locations, and may not be available at all times.

The north side of the Prime Eggs Room holds Insect Larva of all grades up to quality 150 for Larvesters and Scrollmakers up to grade 6. One of these only pops in the middle of the gallery and is particularly hard to obtain safely.

Pflanzen

The south side of the Prime Eggs Room has Toopetz Gret, Amoeba Shon, Cokamool Tiny and Ploomweed Zuc for Medics and Scrollmakers to kill at grade 4. The north side of the Prime Eggs Room has Toopetz Try, Amoeba Shon, Cokamool Tiny and Ploomweed Dash for Medics and Scrollmakers to kill at grade 5.

A map of the Kitin's lair.
Satellite Map of Almati Kitin's Lair (from https://maps.bmsite.net/)






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