Submersia Palace Ruins is the newest dungeon, custom to Age of Valor and it will be released shorlty after server wars.
There may exist some bugs and it won't be 100% perfect so post your findings/comments in here. You will find the quest giver on the island west of skara brae.
Unfortunately I will not be around for the launch today but I will be around the next few days to fix things and do some tweaking. There will be a couple of staff watching you play and making observations as to what may be too difficult or too easy so that we can fix things.
Overall I hope you enjoy the dungeon and keep your eyes opened for the dungeon spawnables you can collect (There are 6 of them so keep your eyes opened).
Archived topic from AOV, old topic ID:1028, old post ID:6693
The Submersia Palace Ruins thread! (New Dungeon thread)
The Submersia Palace Ruins thread! (New Dungeon thread)
The issue concerning leftover spawn (From say a water fiend or dolphinus or charybdis) that caused the dungeon to get a little packed has been fixed and will be updated next server wars.
Archived topic from AOV, old topic ID:1028, old post ID:6720
Archived topic from AOV, old topic ID:1028, old post ID:6720
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The Submersia Palace Ruins thread! (New Dungeon thread)
Ok, well I spent a small amount of time in this dungeon earlier. And although I never actually got up the steps, I did enjoy myself.
One thing I noticed was that the "Necklace of Water" never left my pack. I don't know if this particular item was only needed to cross the water or if it will be needed in a later part of the dungeon, but I thought I'd throw it out there.
Also, I was wondering how I can get the key so I can advance up the steps. Does the key randomly spawn on one of the monsters that are in that initial hallway, or did I forget to read something or miss a clue.
Regardless, this dungeon is great. I love playing on a shard where instead of just re-naming and buffing up existing monsters, you guys actually create challenging beasts with unique moves.
Well done!
Archived topic from AOV, old topic ID:1028, old post ID:6810
One thing I noticed was that the "Necklace of Water" never left my pack. I don't know if this particular item was only needed to cross the water or if it will be needed in a later part of the dungeon, but I thought I'd throw it out there.
Also, I was wondering how I can get the key so I can advance up the steps. Does the key randomly spawn on one of the monsters that are in that initial hallway, or did I forget to read something or miss a clue.
Regardless, this dungeon is great. I love playing on a shard where instead of just re-naming and buffing up existing monsters, you guys actually create challenging beasts with unique moves.
Well done!
Archived topic from AOV, old topic ID:1028, old post ID:6810
- Red Squirrel
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The Submersia Palace Ruins thread! (New Dungeon thread)
Yeah the named have a chance to drop a key you need all keys to enter the door, when you "enter" you are given a bag of keys (like with dreadhorn and such) then that key teleports you inside with your party.
Archived topic from AOV, old topic ID:1028, old post ID:6813
Archived topic from AOV, old topic ID:1028, old post ID:6813
Honk if you love Jesus, text if you want to meet Him!
The Submersia Palace Ruins thread! (New Dungeon thread)
The necklace of water is required to cross the portal. Although you can toss it out of your pack a bit later while inside the dungeon, if you decide to leave, you will need to get it again (So it's best to keep it in your bag). Same idea with the palace key. They are "checkpoint" items so certain places you'll need it in order to pass. If you defeat the peerless Jormundgand however, your quest is over and they get removed from your pack because you will no longer need them for the time being (You can still redo the quest however). I decided not to force players to wear the necklace as they would lose out on their gorget properties.Nexus Graveheart wrote:Ok, well I spent a small amount of time in this dungeon earlier. And although I never actually got up the steps, I did enjoy myself.
One thing I noticed was that the "Necklace of Water" never left my pack. I don't know if this particular item was only needed to cross the water or if it will be needed in a later part of the dungeon, but I thought I'd throw it out there.
Also, I was wondering how I can get the key so I can advance up the steps. Does the key randomly spawn on one of the monsters that are in that initial hallway, or did I forget to read something or miss a clue.
Regardless, this dungeon is great. I love playing on a shard where instead of just re-naming and buffing up existing monsters, you guys actually create challenging beasts with unique moves.
Well done!
The key to enter the palace seems to pose a problem for some players (Maybe I hid it a bit too well :/). There's a hole in the ground at the entrance to the palace where a wounded submersian soldier is hiding. Talk to him and he'll give you the key to enter the palace. Inside there, you kill the 5 named creatures to get a key (1 in 3 chance per corpse). The sixth key drops on a random minion/lesser being inside (The harder ones give a better chance, especially the lorkest).
The inside of the dungeon may be a little messy right now as the spawners were estimated difficulty, but in the weeks to come, it'll gradually become balanced. The named creatures were created to be a challenge and if you die 2 or 3 times, it's normal (I always die to scylla at least once, it's all part of the experience). They are also harder for certain classes on purpose (You can see which ones in the information section on the forums).
I'm glad that you enjoy the dungeon and I advise all players to keep posting in this thread about anything concerning the dungeon. Your help will allow us to fix and make it better. By the way, anyone find the 6 collectibles in the dungeon? I know one person was lucky enough to get 2 of them. The items are: 2 types of seaweed, a sea crest, a sea drawer set, a sea scroll and a sea lute (Rarest).
Archived topic from AOV, old topic ID:1028, old post ID:6829