The various places of ToME 3, (there will be more but those are vital, or not
)
Towns
- Bree
- Rivendell
- Fangorn forest
- Caras Galadhon (lothlorien)
- Edoras
- Minas Tirith
Less friendly locations
Main locations
- Barrow-downs, dlevel 1-10, basic starting place
- The swamp of the Anduin river, quest about dlevel 20
- Orc caves, north of the Moria in the misty moutains, dlevel 15-30, when they are completed it provides a quick way through the misty mountains to reach lothlorien and mirkwood
- Mirkwood, spider infested land, dlevel 30-45, must get rid of the spiders and discover the way to Dol Guldur
- Isengard, go in, grab Gandalf, kill Saruman, get out. dlevel 45-55
- Dol Guldur, in Mirkwood, dlevel 60-70, only appears on the world map when mirkwood has been explored, home of the Necromancer
The pass of Cirith Ungol, dlevel 70-75, guarded by the fearsome Shelob(and I said fearsome, not lootbag
) - The plains of Mordor, only reachable through Cirith Ungol or the Black Gate, dlevel 75-85
- Orodruin/Mount Doom, reached from within Mordor, dlevel 86-99
- Barad Dur, reached from within Mordor, dlevel 86-100, cozy home of our good friend Sauron, the ennemy of the Free Peoples of Middle-earth
- The Void, portal opened after Sauron's death and the destruction of the One Ring, a one way trip as in T2. dlevel 150-200
Side locations
- Erebor, where a nasty dragon lives
- Moria, full of nasty green stuff
- Path of the Dead, full of nasty undeads
- The Maze, come on you all LOVE the maze!
- The Illusory Castle, come on you all LOVE the illusory castle!
- Ered Luins, the blue mountains, with cold drakes
- The ever famous sandworm lair
- The Land of Rhun, it's far away and exotic, it's fun(and it's a very plain .. plain, happy summoners)
Ponderings
- Make the player level go up to 100 to scale in a more visual way with danger levels(gain 3 skills per level instead of 6, less HP and so on, to make a level 100 the equivalent of a level 50 now)
DarkGod: Change done in CVS
NeilStevens: I'd put Barad-dur and Orodruin as their own dungeons reachable from Mordor on the world map. Just make mordor inacessible except through Cirith Ungol or through the Gate if you hit a quest point to enable it. Oh, and make the plains of Mordor just be a wilderness terrain type with lots of ambushes, heh.
FedericoOdorizzi: Is the list of side locations set in stone, or can we give suggestions?
DarkGod: Give suggestions
Anyway as you can see the side locations do not have dlevels yet
RavenRed: Just a quick sugggestion about the end of Mirkwood...
You come through a thicket and there it is before you, the dread spire of the Necromancer, Dol Guldur. There is neither a gate nor a break in the black stone wall surrounding it. Nearby on a rock sits a man cooing at a songbird sitting on his finger. He sees you and jumps up. "I am Radagast the Brown, I have terrible news. Gandalf has been captured by Saruman, who has turned against us! Only he knows how to enter Dol Guldur. You must reccue him from Saruman's stronghold of Isengard before we can storm Dol Guldur!"
Yes. Very crude, but it at least provides some sort of reason to not just charge into Dol Guldur. Apart from the fact that the player would very likely be chewed up and spat out.
DarkGod: That's not bad actaully, at least until I can make new quests to "fill" the gap this will do fine for the first version
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KhymChanur: Are the Orc Caves a principal dungeon? If so, their mindpeth should be 11 instead of 12, since right now there doesn't appear to be any dungeon (besided the Halls of Mandos) that have a dungeon level 11.
Also, I note tome/data/dungeons/dungeons.lua has both an orc caves and an Orc Mines. Are these two different things?
NeilStevens: I think the concept of a 'principal' dungeon doesn't make sense in ToME.
DarkGod: Yeah principal does not mean much
Oh and orc mines are a barrows-down-like dungeons for orc players(in the future)
NeilStevens: Players with ideas are asked to use the IdeaArchive, thanks.
Sirrocco: My apologies. Fixed.
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