Shadow Shard

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Revision as of 22:51, 20 June 2007 by imported>Kalon (historical) (→‎Getting around without a 3D travel power: Spelling)
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Overview

The Shadow Shard is an alternate dimension permanently linked to by Portal Corporation. It is called the Shadow Shard because among its inhabitants are many that appear as shadows of familiar enemies from the rest of the game.

The Shard is a world of islands and rocks floating in a strange-colored sky. Humans from the main CoX dimension have begun to explore the zone, and have set up bases of varying sizes across the shard.

The shard is made up of four different zones. Firebase Zulu, Cascade Archipelago, The Chantry, and The Storm Palace. All are hazard or trial zones. Minimum level to enter the first zone of the shard is level 40, and the deeper zones have progressively higher minima.

Enemies across the Shard include natives like the Shadow Shard Reflections, Soldiers of Rularuu, Storm Elementals, and visitors from the human dimension such as the Circle of Thorns, Crey and Nemesis.

Several Task Forces are organized out of the Shard, and missions may be run from several contacts in the zone, including one or two contacts who will give unlimited missions to high level heroes.

Several villain missions have the villains visit instanced maps of parts of the shard.

Mapping

As the Shadow Shard maps are all considered Trial zones, the player mini map is set to black initially. This makes navigation... challenging to say the least. Certain transport methods (below) often require a literal "leap of faith", until the player becomes familiar with a particular zone.

The Shard maps historically were often affected by a map-reset bug that was fixed in I9.

Effects within the Shadow Shard

One interesting effect present everywhere within the Shadow Shard is that gravity is "different", meaning that a fall, of ANY distance, will not damage the player in any way. Given that some drops should be enough to reduce even the hardiest Level 50 Tanker to a single HP, this is a boon.

Additionally, if a player falls off an island (and is unlucky enough to miss one below if it exists), when they reach the "bottom" of the map they will instantly be teleported to the most recently used entry point. This does not count as a "defeat" and no debt is incurred. This effect is both a curse and a blessing, as the player often has to re-traverse the huge zones, but sometimes allows players a quick, free and larger-than-normal teleport to the required exit, often seful after completing a door mission.

Getting around on your own

The Shadow Shard houses the largest zones in the game - some can take many minutes of continuous use of travel powers to cross.

Fly

As the zones are comprised of floating islands, truly in 3 dimensions, Fly powers are greatly appreciated. Group Fly often makes its only use here, although the restrictions on proximity and the demands of Endurance drain represents a major drawback.

Teleport

Teleport powers are also considered "essential", not only for the fast 3-dimensional movement, but also for "Recall Friend". The Shadow Shard represents some of the only zones where the maximum range of Recall Friend is regularly exceeded, requiring the teleportee to try to keep up, at least somewhat.

Jumping

Jumping powers are useful for minor sorties in to the Shadow Shard, however some islands are deliberately placed to be further than the maximum distance.

Super Speed

All in all, those with Super Speed are most likely to be left behind. Not only is movement difficult (but not impossible...), the native Soldiers of Rularuu have a large number of +Perception foes, reducing the effectiveness of the +Stealth component of SS.

GVE Jump Jet

The jump tet from the good versus evil edition is worthy of its own note. Firstly it can be used as an emergency help, if a geyser jump misfires. Secondly when combiend with Super Jump, it allows the character toleap accross several islands, or some of the larger gaps without any issue.

Getting around without a 3D travel power

The last resort, often used by Super Jumpers and Super Speeders, is to use the Gravity Geyser system. Scattered around the borders (primarily) of most islands are Gravity Geysers that launch the player like a catapault to a pre-determined location. A tutorial exists at the start of the Shadow Shard (Firebase Zulu) through Sgt. Goddard who teached players how to use them.

The player is catapaulted, usually to an unknown point, at a faster rate than is normally possible with "traditional" travel powers. The effect is similar to Superjump, but of much larger magnitude, and without so much control. The player can move around somewhat - waving their arms to move off to the left, right, back or forward, but the player cannot change direction more than a few degrees.

Gravity Geysers generally only work best when used with no travel power effects in play - SS, SJ, Fly, heck, even Combat Jumping, all cause "odd" effects with the Geysers, usually resulting in the player's parabolic path being interrupted and the player falling to the bottom of the map and thus back to the beginning.

Watch out, because Geysers aren't perfectly safe to use.

  • They don't all land on safe ground (enemies at the landing zone)
  • They don't always have a return Geyser to get you back to where you just left from
  • They don't all aim at gorund at all! (Geyser aims you in to space and you fall to the bottom of the map and teleport to the last entry zone) - VERY annoying

Thankfully, the location, direction and destination of all Gravity Geysers have been mapped for some time. Vidiotmaps have the full mapping information available as map replacements, although this benefit is offset by the maps being reset as they are classed as Trial zones.