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The Landmarks of Aetolia are seven specially-designated 'landmarks', each with a good and evil aspect to them. For each landmark, there is a unique way of influencing its aspect.
The effect on the game that the Landmarks have is primarily on the gaining of devotion, if you are a Paladin or Priest, and on the gaining of life essence, for Necromancy. The 'balance' of the Landmarks modifies the amount of devotion or life essence received. The balance means how many of the Landmarks are in their 'good' aspect, if you're speaking of devotion, or how many are in their 'evil' aspect, if you're speaking of life essence. The modifiers are as follows:
See HELP DEVOTION and HELP NECROMANCY for more details on devotion and life essence.
THE LANDMARKS (listed good/evil)
You may see what aspect each Landmark is in by typing LANDMARKS.
1) The Sapphire Sphinx / The Ruby Sphinx
Location: The Mhojave Desert
Method: The Sphinx seeks riddles. Seek out notes with riddles on them and
bring them to the Sphinx.
Syntax: GIVE NOTE TO SPHINX
2) The Living Totem / The Stygian Totem
Method: Give stag's horns to either the King Stag or Melkhiour, the forest
Syntax: GIVE HORN TO STAG/MELKHIOUR
Recently, another set of landmarks was discovered, though experiments confirm that they have little or nothing to do with devotion or necromancy. Perhaps not coincidentally, a shift in the average length of the daytime in Aetolia has been observed beginning around the time these landmarks appeared.
3) The Solar Horologe / The Tenebrous Glass
Method: Collect dark or light sand and pour it into the hourglass.
Syntax: POUR SAND IN HOROLOGE/GLASS
4) A Fulgent Prototype / A Sable Apparatus
Location: Putoran Hills
Method: Mix paint together and paint the Orrery.
Syntax: PAINT SUN GOLDEN/PAINT SUN BLACK
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