Invasion Slave Pits: Difference between revisions
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This special area is where PCs are transported to for killing Invasion event ogres that are below their rank or without a Rune of Heroism. There are certain benefits to the area though, as there is a rare load of a large container, the [[patched vl'lakian rucksack]]. | |||
From the in-game [[help file]]: | |||
Invasion slave pits: | Invasion slave pits: | ||
Revision as of 09:16, 17 July 2021
This special area is where PCs are transported to for killing Invasion event ogres that are below their rank or without a Rune of Heroism. There are certain benefits to the area though, as there is a rare load of a large container, the patched vl'lakian rucksack.
From the in-game help file:
Invasion slave pits: The Vl'lakian forces have fashioned a devious new resource; they have trained a small group of spellbinders who, while not a part of the Invasion proper, are instrumental to its success. The spellbinders serve a single function - to capture hapless defenders of Ruushi with their compelling magic. Victims of the spellbinders are trapped within the Vl'lakian slave pits, and are stricken with a hex which prevents any form of teleportation for several minutes. Christof has managed to develop a protective ward against the spellbinders' magic - the heroism rune. This abjuration is a vital tool in Ruushi's defense, as it is the only thing which allows a defender to safely combat the invading forces. Christof will invoke this rune to protect any defender to whom he assigns a combat mission. However, due to its nature, the heroism rune has certain limitations of duration and function, and care is required to avoid the spellbinders' clutches: 1. Never attack an ogre invader unless you have an active rune. 2. The rune fades after a short period of time. Keep a close eye on its duration, and be ready to leave combat before it disappears, recalling if necessary. 3. Attacking an ogre which is far weaker than you will nullify the 'heroism' aspect of the rune, ruining its protection. Never attack any ogre weak enough to break the enchantment; Christof can explain which ogres are safe for you to fight. If you do find yourself exiled to the slave pits, you may attempt to fight your way out (you will need to get past two pairs of locked doors, to which the jailwatch ogres possess the keys), or you may simply wait until the anti-teleportation hex expires so that you can 'recall'. Try not to get captured too often - the anti-teleportation hex lasts longer for each successive time that you are captured in a single Invasion. For basic information about Invasions, see 'help ruushi invasion'.