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'.

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