Joined: Mon Aug 31, 2009 11:28 am Posts: 1138 Location: Vancouver, BC
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Challenges/Trials - To me this is new for v1.7, but I think I've read that it was also introduced between v1.3 and v1.6. For v1.7: - Get the ReturnTomb from NormLeoric under Tristram.
- Complete the Gidbinn Quest, and transmute the reward (just an arbitrary token) with the ReturnTomb. The Gidbinn reward for each diffiulty unlocks a different Challenge.
- Buy a MapOfTrials from Akara, right-click it to use it (you'll have an aura effect similar to Meditation for 10 seconds).
- Right-click the ReturnTomb while the aura is active and while your level is within the ranges mentioned on the Map and you'll be transported to the Trial area.
- The reward for each trial is a token that when cubed with the ReturnTomb will improve it's charm-like effects. In Hell, the reward also includes a Respec potion.
Land of Shadows - I don't do this often, so might have missed something. I think it was introduced in v1.2Xish? - In Hell Difficulty, collect the 5 Keys (Hatred, Pain, Anguish, Destruction, Terror) dropped by Bosses (not Act Bosses) in each act.
- Cube those keys together to create the "Final Key" charm, which has charges for opening a portal. Note that in D2 if you use the last charge on an item, that charge has no effect, so your FinalKey is useless if it only spawns with 1 Charge.
- Use the FinalKey to spawn a portal in Act 5 (not in town).
- The portal leads to a chain of areas (themed after the towns of each act) connected by portals opened when you defeat a ShadowBoss. To take the Shadow's portal, you need to have completed quests for that Act (probably not all quests are needed, but you may as well do all of them before starting LoS).
Key to the Great Void - Sorry, I think this is after HUv1.3, so I know nothing about it. Samhain - This was introduced quite a long time ago, maybe HUv1.1Xish? - In the Ancient'sWay, there is an exit to "The Frozen Citadel", which has about 10 floors (5 are small, 4 are average, the last is large). There are TownPortal towers on floor 4 and the last floor.
- On the last floor, there is a Unique TrappedSoul (the stationary columns of people bits from A4) that when killed opens a portal to Samhain. You need Nihlathak quest complete to take this portal.
AkaraRings - Pretty sure this is unique to v1.7 - Looks like you've already linked to all the important information, although here's a post paraphrasing AkaraRings, Trials, Crafted/Tempered Jewels.
Uncursing the Cursed Ring, Amulet, and Sword - Introduced quite a long time ago, maybe v1.1Xish? - Gather the Purification Glyphs (5 per act), and cube them with the cursed item to uncurse it (Normal Glyphs for the ring, NM Glyphs for the Ammy, and Hell Glyphs for the sword). In HUv1.7, the uncursed items are generalist items: the uncursed ring is the lowest level +Skills ring, the sword should be the highest-damage one handed weapon (but also high stat requirements (133Str 70Dex)), and the amulet should be decent for any class (Sorcs might prefer Mara'sAmmy).
- When Soulmancer introduced these, he asked that the Glyph locations not be shared. They were introduced to encourage players to explore optional areas (caves, tombs, etc). With that in mind, I'm sure he wouldn't mind if I share that there is one glyph in A1, two in A2, and two in A3. The glyph locations stay the same across difficulties.
Legion - Pretty sure this is unique to v1.7 - In the HellForge Dragon room is a portal to a new area.
- The new area is slightly larger than average, and has portals along each edge (i.e. 4 portals, hard to miss).
- Three of the portals lead to small areas with a Boss that will drop a token.
- The SWest portal leads to a small area where the boss drops the DaybreakSoul charm (only in Normal, he'll drop a token in NM and Hell).
- Cube the tokens with DaybreakSoul and it'll gain an onEquip aura that makes Legion vulnerable to the OpenWounds mod (using anything else to damage him is impractical, he is immune to everything without the aura).
- Note that Legion has relatively low HP for a Boss, but since OWounds is the only thing that hurts him, he feels more like a timed-battled. He is stationary but summons random guardians (clones of PlayerCharacters - SummonerNecro, WW Barb, etc.)
- Legion has a Regen rate, so if he's not bleeding then he's healing, so it's pretty important to run back and tag him at least once per 8 seconds.
- Legion drops a token that can be cubed with DaybreakSoul (as long as it's currently got an aura onEquip), to replace the onEquip aura with some mods so it can act as a charm.
- To defeat Legion in later difficulties, you need use the DaybreakSoul charm from the previous Legion defeat (i.e. DaybreakSoul has stats other than onEquip aura), and cube it together with a set of four tokens (mentioned at #3 and #4 above) to replace the charm-stats with the onEquip aura suitable for that difficulty. When you defeat Legion at the higher difficulty, his defeat-token will improve the DaybreakSoul charm a bit more than before.
- At some point in the near future, I'll be working on the WebpageMaker to mention the recipes related to DaybreakSoul. They are relatively unique, so the program doesn't know how to interpret them (they're currently at the bottom of "RecipesOther" and make very little sense).
Soulmancer - I know he existed in pre-v1.7 HU, but I also know he's different in v1.7. - Soulmancer spawns when Legion dies.
- Soulmancer is immune to everything as long as the PlayerCharacters spawned by Legion or Soulmancer are alive.
Halls of Arimyth - Pretty sure this is unique to v1.7 - In the area mentioned at Legion#4 there is a path that leads away from Legion and towards a portal to the Halls of Arimyth. There is a town portal tower in that area.
- There are three average-sized areas to explore, each of which ends in a room and battle quite similar to the Ancients quest, but not necessarily against Barbs. The names of each opponent were chosen by PureRage, and reflect some of the longer-playing HU community.
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