News Information Estates Shopping Hunting Mining Spaceflight Publications Owner Contact

Treasure Island

Treasure Island is a large privately owned plot of land that exists within the virtual world of Entropia Universe.
This website provides current news and information about the island for the benefit of fellow participants and others that are interested in following the Islands development.

Letomie Stalkers Escape!

Posted by Deathifier on 2009-6-8 at 12:48PM

Letomie Stalkers have today escaped from a previously secure observation facility and have been spotted moving around amongst the smaller Letomie already present on the island.

It is believed that these larger Letomie will temporarily displace their smaller cousins until they can be brought under control, a task which is expected to take approximately a week.

To assist with combating these giant slugs the following information regarding their damage capabilities and ability to absorb damage has been collected:

Whilst the larger Letomie are indeed dangerous the variations between maturities are smaller than expected, making Letomie Stalker surprisingly easy to defeat in a team.

Colonists are advised to take caution if they venture into the area occupied by the Letomie and further information regarding efforts to contain them will be provided as it becomes available.

Regards,
Deathifier

Letomie Deployment Event Coverage

Posted by Deathifier on 2009-3-30 at 8:20AM

At the Letomie's introductory deployment event were representatives from three Entropia communities - English, German and French.

They were amongst the action from the instant the Letomie first appeared and each has written up an article covering the creature and the event from their own perspective, in addition to their own interpretation of the history behind the creation of the Letomie and the triple-DNA project (including Furor and Frescoquda) it started.

English Coverage - Produced by MindStar9 and includes a video demonstrating the unusual method the Letomie use to move around.

German Coverage - Produced by Mr-Joey, who also assisted with testing the Letomie damage types.

French Coverage - Produced by Liam.

I thank all of them for joining in the fun and I appreciate the effort that they put into the articles and their accompanying images and videos.

Bye,
Deathifier

Letomie Deployed on Treasure Island

Posted by Deathifier on 2009-3-27 at 8:59PM

I’m pleased to announce that the recently completed Letomie DNA has now been deployed on Treasure Island in the Southwest quadrant – between the Hogglo, Mining Bots, and Foul.

This is the culmination of 9 months of effort and the Letomie was in fact the creature that I started assembling first so it is great to finally have it completed and out there on the island with the Furor, Frescoquda, and collection of other unusual creatures that populate the island.

The Letomie was placed into the fertilizer system at 19:00 UTC on the 27th of March and a small group of those who had helped in the creation of the DNA - primarily those who had found and supplied their parts directly to me along with their invited guests - waited patiently for the system to process and produce the first creatures.

Finally at 19:45 the Letomie appeared and was greeted by the traditional Calypso welcome of gunfire and rocket explosions!

After several had died it was determined that the Letomie actually matched fairly closely the expectations of its difficulty – a creature that fits in between Furor and Hogglo.

Living up to its expectation of being a tough creature the Letomie is able to absorb a fairly large amount of damage and has very fast regeneration capabilities. Despite this and a nasty stab + acid based attack the Letomie does not move very quickly and is rather peaceful provided you stay more than 40 meters away from it.

When resting the Letomie moves in a typical crawling fashion, however when agitated the Letomie moves in a cartwheel style end-over-end fashion, using its mouth and tail as anchor points. When in motion it has the effect of looking like the creature is rolling and when several of them are 'rolling' towards you it can be quite intimidating!

The deployment event was covered by English, German and French Entropian communities and I will add links to their coverage as it becomes available.

Official Description:
Long since extinct, an unusually well preserved fossil of the Letomie has made possible the re-animation of this giant slug from the dawn of ages.
Protests have arisen however, arguing that this kind of tampering with the course of evolution may be dangerous. Anyhow, the Letomie is back in the Calypsian fauna.

Notable items which have been found in their loot so far:

Creature Information:

Health Level and maximum observed Damage from their attacks, per maturity level:

The islands map has been updated with the Letomies location and you can currently find young, mature and old varieties in the area.

Enjoy,
Deathifier

WoF 2009 Special Edition TI Map

Hogglo Spawn returned to normal, other minor changes

Posted by Deathifier on 2009-3-25 at 6:23AM

With the World of Firepower Stage 2 over the Hogglo spawn has been returned to their normal mix of Young/Mature for everyone to enjoy once more.

The Foul were also returned to Guardian maturity, the Frescoquda were lowered slightly to spawn mainly Mature/Old/Provider, and the Globster maturity has been unlocked and will spawn progressively lower maturities over the next month.

The Big Furor spawn remains at Looter for now, to see if that allows more people to hunt them in addition to the small Adepts. If there isn't much activity I will return them to Clan Leaders as they were prior to WoF.

The maps on the website and on the island have been updated.

Enjoy,
Deathifier

Media Passes for Letomie Deployment Event

Posted by Deathifier on 2009-3-23 at 9:05AM

Hi,
This Friday the 27th of March the Letomie is going to sneak out of its hiding spot and cause who knows how much mayhem on Treasure Island.

Invites to those who found parts and assisted with finding parts have been sent (if you think you should have received one, let me know).

I am now offering Media Passes to those who are interested in covering the event for their own Entropian community.

There are some rules the media must follow:

  1. You may only post your article within your own community.
  2. You may post it to other communities only after they have published their complete coverage, or after a week has passed, whichever happens first.
  3. Media personal are there only to collect information, images, videos, and such for their publication/production. This means no hunting of creatures during the event.

Media Passes are a single ticket to the event, though if you absolutely must have additional help it can be discussed.

Media coverage is expected to be reasonably comprehensive - see the Frescoquda coverage for examples.

Media coverage can take the form of articles, video's, and/or other forms - if you have an idea, send it :)

Media personnel will need to be available from 1830 UTC to 2200 UTC on Friday the 27th.
I would expect your publications to be out as soon as possible - remember that it is your own community you are covering this for :)

Accepted media personnel will be sent an info pack containing the history of the Letomie part collection and creation process before the event, and data collected (toughness, speed, damage type, etc) during the event.

You will also have the opportunity to ask questions before and after the event, including any that may arise from comments on your article.

If you wish to apply send me a message either inside Entropia, of via my contact form, containing the following information:

Bye,
Deathifier

Spawn changes for WoF 2009 Stage 2

Posted by Deathifier on 2009-3-20 at 8:27AM

There have been four changes to creature spawns on the island in preparation for Stage 2 of the World of Firepower event, as this stage is sponsored by Treasure Island.

The changes have already taken effect and will be in effect until:

Approximately 11am UTC on the 24th of March, 2009

The affected spawns are:

The Frescoquda spawn was also fixed and reset to Old/Provider/Guardian after I discovered that the maturity slider had been accidentally left unlocked.

All spawns will be reset to their normal settings on the 24th, after the WoF Stage has ended. The extra time is to allow those interested in trying out the different maturities to do so.

A special WoF 2009 edition of the islands layout is being shown on the islands central signposts, it is also included at the end of this news post.

My appologies to the regular hunters of the island for the short notice and for any disruptions to your weekend hunting plans that the changes have caused.

Regards,
Deathifier

WoF 2009 Special Edition TI Map

The Letomie is Coming

Posted by Deathifier on 2009-3-10 at 7:49AM

Something has been stirring in the DNA Research Labs...

It will arrive March 27th - Be Ready.

Enjoy,
Deathifier

Cornundacauda Migrate to the Western area of the Island

Posted by Deathifier on 2009-3-7 at 9:32AM

Reduced to small herds when the Furor first appeared and even smaller herds when the far more aggressive Hogglo migrated to their old habitat the situation looked dire for the comparatively weak Cornundacauda until the Globster blocking them in from the north moved away on their quest to escape.

Taking the opportunity to migrate the Cornundacauda moved northwards, trailing the slow-moving Globster.

After passing the Bristlehog the Cornundacauda turned towards the northeast, only to meet the relocated Furor a few days later.

Fearful of the Furor and blocked from further movement east by the Islands Lake Settlement the Cornundacauda kept moving north, eventually arriving on the northern shoreline. With even larger Furor nearby and finding the Globster had also stopped not far from them the Cornundacauda, afraid of so many dangerous creatures around them, moved back southwards until they once again met the Bristlehog spawn.

Here, amongst the rolling green hills, they have settled and with a plentiful supply of food their numbers have swelled. Herd sizes are now similar to those that previously roamed near Treasure Island City.

During this long and difficult trip only the strongest Cornundacauda have survived and colonists will therefore encounter Prowlers and Stalkers in their new location.

Enjoy,
Deathifier

Giant Globster spotted in the far Northwest

Posted by Deathifier on 2009-3-6 at 4:06AM

Following earlier sightings of the Globster migration across the island and dire warnings of their pending return the Globster did appear on the island today, only minutes later than expected.

However the reports on their migration were not entirely accurate – the Globster had indeed grown in size, however no mention was made of the fact that they had grown to Maximum Size!

Globster Prowlers and Stalkers swarmed into the plains of the northwest region and proceeded to eliminate many within the assembled colonist forces with surgical precision. As the fighting continued it was the larger teams, and the occasional exceptionally well equipped individual, which could be seen taking the fight to the Globster hordes with only minor casualties.
This turned out to be an important key to success as the islands revival is very far away and a single rampaging Globster can easily annihilate an entire team before slain members can return to assist.

Additional information obtained from monitoring their migration suggests that this was not the intended destination of the Globster – rather the Globster had moved further north, to a river crossing linking the island to the mainland that the Wild Herds of Allophyl use.

Observations suggest that Globster were attempting to leave the island and, using their incredible intelligence, had determined that after their failed effort to escape through TI City and across the chain of smaller islands to the southwest, this northern crossing was their next best option.

Fortunately a Globster has an extremely small, dense body and as a result tends to sink rapidly in water. Their stubby legs are also impractical for swimming, and so any Globster that does manage to float tends to be quickly washed back up on the shoreline.

It was observed that after several days of frustrated crossing attempts the Globster attempted to rectify their flotation issues by rapidly growing in size. Whilst this did result in a comparatively larger Globster they were still unable to cross the river and the continued failures were making them visibly tired and frustrated.

An escape effort by a small group of far less intelligent Furor, which were later tracked and eliminated, further angered the Globster.

Frustrated, Angry, and Exhausted the Globster moved south away from the noisy herd of Allophyl and have decided to settle in a previously quiet region located not far from the river crossing, no doubt whilst they formulate yet another plan to escape what they perceive as their island prison.

Some notes from the islands reconnaissance team:

As always the Globster should be considered highly dangerous when provoked and those seeking to challenge this new, larger variant need to be well prepared.

Have fun,
Deathifier

Globster to reappear on the 5th

Posted by Deathifier on 2009-3-3 at 8:21AM

Globster groups have finally been traced to the extreme western shoreline of the island, moving in a northerly direction.

It is expected that they will reappear in force on the 5th of March 2009, at approximately 2130 UTC (MA Time) or by 2200 UTC at the latest.

Be warned that through an unknown process the Globster have grown substantially in size.

Colonists are therefore encouraged to assemble large groups should they wish to challenge the Globster once they arrive at their destination.

There will be no formal event to mark their return and all will be welcome to take the fight to the super-sized Globster.

They will appear in the small grey area in the northwest, marked on the island map.
Exarosaur Stalkers, with their ability to appear seemingly anywhere in endless numbers, are currently wandering around that area although they are not expected to survive the arrival of the Globster.

See you there,
Deathifier

Frescoquda Arrive on Treasure Island

Posted by Deathifier on 2009-3-1 at 8:34AM

Treasure Island’s research labs are proud to introduce another new creature – the Frescoquda!

After 9 months of research and development the Frescoquda has been placed into the area directly west of the Treasure Island North teleporter.

Waiting patiently to meet the new creature was a large group of people who had contributed to the Frescoquda’s development – specifically those who had found and supplied DNA parts or assisted with finding them.

With expectations of a relatively weak creature it came as quite a shock to the assembled crowd to see this massive beast take its first steps onto its new island home. Moments later a hail of gunfire greeted the new creature, giving it a traditional Calypso welcome!

Producing yet another surprise the Frescoquda calmly absorbed large amounts of damage whilst lumbering over to deliver a mighty kick to those irritating people shooting them.
Analysis of these kicks revealed that the Frescoquda causes impact damage and acid damage, suggesting that Gremlin Armour with 5B plates will be quite effective in protecting against them.

For those interested in mining the area you will be pleased to know that if left alone a Frescoquda is quite peaceful and does not mind colonists moving around nearby – just don’t bump into it.

Its official description:
"Big and ungainly, the Frescoquda is usually a rather slow and friendly beast. Unless agitated, it’s not disturbed by the occasional passerby, although it has been known to react fast and aggressively when provoked."

Some of the items that have been found in their loot:

Maximum Damage from those Kicks (against an unarmoured colonist):

The islands map has been updated with the Frescoquda’s location and please keep in mind that there is no revival terminal at TI North, so if you die you will revive down at TI Central.

I hope you enjoy this interesting addition to the island,
Deathifier

A peaceful Frescoquda

Have your say on two of the islands spawn areas!

Posted by Deathifier on 2009-2-26 at 8:56AM

Hi Entropians,
Over the past two weeks I have been making a number of carefully considered decisions as to what creatures are placed where in the new layout. The result of this is that only one creature - the Cornundacauda - does not have a new home and the reason for this is that the main options I’ve identified for it are evenly balanced for pro’s and con’s.

So I have decided to open up the discussion to the community and let you, the hunters and miners on the island, have your say in the Cornudacauda’s placement.

The situation is this (refer to the map for a better idea as to locations):

The two options I have identified so far are:

1. Place the Cornundacauda in above the Bristlehog with the other easy creatures, leaving the NW area open for a future mid-high level creature or leave it empty for miners.

2. Place the Cornundacauda in the far NW area, and leave the easy area open for a different creature which better matches the other two in difficulty at a given maturity (or possibly even for a highly specialised new player area, though the feasibility of this is questionable).

In summary the choice is between one easy creature plus one med-high mob (or empty area), or two easy creatures with poor accessibility to one of them.
Please note that financial considerations are of secondary importance - the placement and selection of creatures on the island in this instance is more important than what they will earn.

To send me your feedback you can use this contact form, the various Entropia Forums, or chat to me in-world when you see me around the island.

Bye,
Deathifier

Foul Migrate to the West of the Island

Posted by Deathifier on 2009-2-26 at 3:50AM

Disturbed by the ease at which Furor invaded their old home and after a series of ‘accidents’ which saw numerous Foul squashed under the Furor’s massive feet, the Foul gathered up their scattered groups and set off in search of a new location on the island.

A week later they arrived amongst the rolling green hills south of the peaceful Bristlehog and, finding further progress south blocked by Robots and rampaging Hogglo, decided to setup camp where they were – a location colonists refer to as the south portion of Drake’s Land.

The trip did toughen up the Foul slightly with reconnaissance revealing that the area is being inhabited by Gatherers, Guardians, and Scavengers.

Compared to the neighbouring Bristlehog, the Foul are somewhat more aggressive and do not hesitate to attack human colonists passing through their area. Colonists are therefore advised to wear impact-protecting armour when venturing into the Foul’s newly settled territory.

Enjoy,
Deathifier

Bristlehog Migrate in a Circle, end up at original location

Posted by Deathifier on 2009-2-23 at 8:51AM

Content with their green grass to nibble on the Bristlehog have shown little desire to migrate elsewhere on the island. They spent a few days wandering not far from their previous location before making a quiet return 2 days ago with young, mature, old, and provider maturities spotted occasionally around the center of the region known as Drake’s land, located west of the central island teleport.

Today a reconnaissance team discovered that they are out in force and that guardian maturities have been spotted amongst the newest groups of Bristlehog.

This brings the Bristlehog spawn up to a density that can be appreciated by all, and is the result of days of deliberation and spawn analysis to determine where the second DNA would be placed. The final decision chose a much denser spawn with an additional maturity level that can be enjoyed by everyone now, instead of creating a second higher maturity spawn with both spawns having equally poor density.

Enjoy,
Deathifier

Island Map Updated after layout changes

Posted by Deathifier on 2009-2-22 at 12:16PM

After many hours of running around the TI mapping service (aka. Deathifier) has completed a new map, located in the hunting section, showing the known locations after the recent layout changes.

It is still incomplete and the creatures which will return (Globster, Foul, Cornundacauda) are not shown as they are not installed yet. Also the eastern zones are not fully mapped yet.

Updates will be made as the rest of the island's creatures return.

Bye,
Deathifier

Furor Migration to TI North

Posted by Deathifier on 2009-2-20 at 9:31AM

After being displaced by a horde of rampaging Hogglo the Furor journeyed north through the green fields on the western half of the island and then east where they arrived in a region known as O'Malley's Grace.

Here the Furor stopped, having found the gently rolling hills of the region fun well suited to their lumbering gait.

They have split into two groups with the leadership taking up residence in the north half of the area, with the smaller workers and gatherers occupying the southern half.

Whilst those smaller varieties have shown little interest in the housing estates located on the north shore of the central lake residents are advised to watch for unusual Furor activity near their houses.

Reconnaissance of their new location revealed the following:

The end result is two spawns of large and small maturity, a feature requested by many hunters since the Furor first appeared. Some adjustment of the maturities may occur however in general they will remain large and small in their respective areas.

Enjoy,
Deathifier

Hogglo Migration to TI City

Posted by Deathifier on 2009-2-19 at 10:10AM

Having heard distant noises originating from the bustling Treasure Island City for years, the Hogglo have finally been aggravated enough to storm through the robot lines and attempt to chew on the cities occupants.

This attempt was repelled by turret defences installed after a rather embarrassing incident 2 years ago when a group of curious Globster entered the city and took a specific interest in the functioning of the cities revival terminals, and the people using those terminals.

Reconnaissance has since revealed that the Hogglo have moved to the Northeast of the city, just past the large mountain range that separates the city from the rest of the island.
Their presence extends to the north and east edges of the region known as Cape Rusla, and is bounded on the west by the shoreline.

Additional information was collected for hunters wishing to reduce the Hogglo numbers:

I hope hunters find this new location an improvement over the previous one :)

Enjoy,
Deathifier

Modernisation of Treasure Island

Posted by Deathifier on 2009-2-16 at 4:11PM

Hello Entropians,
VU 9.4 contains the results of the Treasure Island Modernisation Program.

This is a major restructuring of the islands layout resulting in the island being split into 11 separate areas, which many people have already noticed when looking at the map.

Goals for the Modernisation Program were to enable the running of events on the island and to make more efficient use of the space available. The program has been in development in various forms for 3 years, and in particular the past 12 months, culminating in the changes you see today.

MindArk has done a very impressive job with the implementation and an equally impressive job with the naming and descriptions of the new areas - information that I hope to be able to share shortly.

The island itself is still wholly owned by me, and parts of it will not be sold independently.

Taxation remains fixed at the rate of 4% on hunting and mining across all areas, and there are no plans to raise or lower taxes. Tax income has been used to purchase DNA for creatures such as Hogglo, Globster, Foul, and Cornundacauda plus the recently introduced Furor, and the hopefully soon to be completed Letomie and Frescoquda.

Now that the program is complete Entropians can look forward to a mix of events suitable to all types of players, with an emphasis on fun and entertainment!

Over the next week I will be re-arranging the creature spawns and updating the island's map to reflect the new layout. For up to the minute information on changes please see the signposts at next to the TI Central teleporter.

Whilst I understand that some of the changes, such as extra message notifications when moving around the island and reviving, will annoy people be assured that these were taken into consideration when developing the layout.

Mining has not been changed to my knowledge and although there is now considerably more potential for creatures to be running around in what was previously mining-only areas, miners will find that with the existing island creature layout there is actually more empty space due to the reduction in hunting area sizes (with a corresponding boost to the density of those areas).

I will attempt to balance hunting and mining and I encourage all miners to continue mining just as they always have, as this will help me identify which areas should remain miner friendly.

If you have any comments, questions or suggestions, please let me know.

Welcome, to a new era :)

Bye,
Deathifier

Send in the Furor!

Posted by Deathifier on 2009-1-25 at 10:04AM

Today I am pleased to introduce the latest addition to Treasure Island:

FUROR!

After 4 months of research and development into the DNA, fuelled by the purchase of numerous Furor Eyes and Skulls, it has now been completed.
Earlier today the Furor were deployed in the Watery Shore area of Treasure Island, found by heading to TI City and then East, following the shoreline.

Their placement has displaced the Cornundacauda in the area, which have been encouraged to take a holiday - or get stomped on by their new friends.

Official Calypso records note the following about the Furor:

The Furor is technically not a native Calypso species.
When scientists found traces of their DNA, they quickly deduced that the Furor is a biologically engineered animal.
It is still unknown by whom and in which laboratory the Furor DNA was constructed. Some believe that the Furor is the result of a botched experiment, while others believe it was engineered by an alien race.

With its parts having been sourced from invading robot Eviscerators, and Umbranoids that appear to travel between worlds via unusual black Orbs, there is no doubt that the Furor has an other-worldly heritage.

Damage types are Impact and Acid, damage ranges delivered to an unarmoured person by each maturity are as follows:

Maturity: Min-Max Damage
Gatherer: 43-77
Patron: 51-101
Thief: 59-115
Rogue: 66-133

They are not very aggressive, move fairly slowly, and are best taken down from a distance in teams of 2. To take them out solo Jaguar, Tiger, Angel (or similar), with 5B plates is recommended.

Confirmed loot of interest from the current maturities is:
CB24 (L)
LR53 (L)
Boom BBC (L)
The Captains Lost Hat (M)
Power Claw Cleaver (L)
Enhanced Target Assessment Unit
Advanced Target Assessment Unit
Advanced Scanning Sensor
Eye shadow (Silver)
Red Paint
Dark Crimson Paint

Whilst the maturity is still under review I am quite confident that for now they will remain this size or lower.

Have fun,
Deathifier

An Angry Furor

EntropiaFrance Interview

Posted by Deathifier on 2009-1-15 at 12:34AM

EntropiaFrance has interviewed me regarding the mysteries surrounding the forthcoming creatures on Treasure Island: The Letomie, Furor and Frescoquda.

Check out the interview on the entropiafrance.com website.

It is in french so if you need a translation check out Googles language tools.

Enjoy,
Deathifier

Globster Maturity Boosted

Posted by Deathifier on 2009-1-6 at 8:41AM

Globster maturity in the Hook area has been boosted to:

Mature - OLD - Provider

The system also seems to be spawning a reasonable number of both young and guardians and the difference between provider and guardian is fairly small (100 hp, ~20-30 extra damage).

This boosted maturity will remain in effect until the end of January at least.

Enjoy,
Deathifier

Globster Maturity Boost

Posted by Deathifier on 2009-1-4 at 8:25AM

Everyones favourite mobile blob is about to get a little bigger!

On the 6th of January at 10:00 UTC (MA Time) the Globster Maturity on the island will be increased to:

Mature - OLD - Provider

They should start appearing not long afterwards and if you'd like to take a few down grab yourself some Serum armour, 2E platings, and a gun with plenty of range!

The increased maturity will last approximately a month.

Enjoy,
Deathifier

Merry Mayhem and the Cornundacauda Spawn

Posted by Deathifier on 2008-12-25 at 11:33PM

Hi,
People have been asking me about the Cornundacauda spawn on the island.

It is currently at maximum, like it normally is, and the settings will not change during the event (and they probably won't change after it either).

For a denser spawn I need more Cornundacauda Sails so if you find some, let me know.

- Deathifier

Frescoquda DNA Incomplete

Posted by Deathifier on 2008-7-10 at 1:36AM

I have now secured some of each unique part required to assemble the Frescoquda DNA. Unfortunately I have insufficient quantities of them to complete it.

Therefore if you have found, or know someone who has found:
Back Scales
Tentacles
Foot

Please let me know as I would like to buy them in order to complete the creature and get it spawning in a convenient location on the island for all to Enjoy :)

Bye,
Deathifier

Exarosaur Removal from Globster area

Posted by Deathifier on 2008-7-10 at 1:27AM

Exarosaurs are currently being removed from the Globster area to restore the pure spawn. The removal should be complete in about 5 days.

I have secured enough DNA samples to put the exo's somewhere else later, although I doubt that they are at risk of mass extiction :)

Enjoy,
Deathifier

Signposts deployed on the island

Posted by Deathifier on 2008-7-10 at 1:23AM

After more than a year of discussion, and months of planning, 6 signposts have finally been deployed around the major acitivity points on the island.

And one of them wound up in the wrong spot...

The signposts will contain maps (when the participant content system is working again), news, messages and other information related to the island. They are there to enhance visitor awareness of what is going on, not to spam you with non-stop ads :)

Feedback on signpost usage is welcome, and no, they are not for sale.

- Deathifier

Repesilex reduced to Alpha maturity in OLA-35

Posted by Deathifier on 2008-3-1 at 12:50AM

Due to concerns about the high maturity Repesilex being too easy to global on in WoF I have reduced their maturity to around the Alpha level.

This should reduce (probably dramatically) the number of globals they produce and thus make it harder to score their bonus points in WoF.

Once the WoF round finishes they will be restored to Stalker level :)

Bye,
Deathifier

Repesilex Stalkers Added to OLA-35

Posted by Deathifier on 2008-2-25 at 6:58AM

After a quiet period I have decided to bring back the Repesilex on OLA-35.
Instead of the weak, hard to spot, small young's I have spawned the stronger yet just as hard to spot Stalkers!

OLA-35 is the area directly south of Solfais Crater in the far West of Amethera. The spawn is a bit below average as there is only one DNA in the system.
The center of the area is approximately 4544, 26889.

Some stats about these larger rock-like mobs are:
Stalker Health: 800
Stalker Damage: Maximum of ~90 (probably 100% electric)

Prowler Health: 600
Prowler Damage: Around 50-60 max (not as extensively tested).

Old Alpha Health: 330
Old Alpha Damage: Less than 40 (even less extensively tested).

Some of the more interesting items I looted from them in a trial hunt included Dark Blue Paint, Paladin Shin Guards, and Basic Cloth Extractors.

Enjoy,
Deathifier

Foul Guardians roaming around the northern area

Posted by Deathifier on 2008-1-5 at 1:19AM

As a combined Christmas and New Years present I have been able to complete and install a second Foul DNA sample in the Northern Area.
This has resulte in a dramatic improvement in density and allowed an increase in maturity.

At present the maturity is set in the middle and spawns a mostly Gatherer and Guardian combination with the occasional Scout and Scavenger also hanging around.

These Foul are, like all Foul, reasonably agressive, speedy and like hiding amongst the tall grasses and low hills of the northern region. Whilst they hit reasonably hard (sometimes up to 50+ damage) they are quite fragile creatures and thus are reasonably easy to bring down.

Enjoy!
- Deathifier