Warcamp: Difference between revisions
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==Overview== |
==Overview== |
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Once located and opened, '''a shimmering path''' will appear, leading into the '''warcamp'''. Firstly, there is no entry requirement, such as GoS membership nor in a member's group to enter the camp. Thus, a member of GoS can use the Sigil of Location to open a warcamp for another character, even if the GoS member does not (wish to) enter. |
Once located and opened, '''a shimmering path''' will appear, leading into the '''warcamp'''. Firstly, there is no entry requirement, such as GoS membership nor in a member's group to enter the camp. Thus, a member of GoS can use the Sigil of Location to open a warcamp for another character, even if the GoS member does not (wish to) enter. |
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Inside camps, Grimswarm spawn fast. Spawn rate appears to have some relationship to the character movement through the camp, and especially encounters with guards who may call the alarm. Cautious characters are advised to stay near the entry area. The central areas are especially dangerous as they have many rooms feeding them for random movement. |
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Creatures can spawn of any class, including all basic skills like [[combat maneuver]]s and [[spell]]s. The capabilities of the Grimswarm generally reflect the skill level of their opponents, so the less-skilled Grimswarm are less capable and vice versa. Although they never [[Disarm_Weapon|disarm]], most other capabilities can be considered game, such as [[Implosion (720)|Focused Implosion]] from sorcerer-type Grimswarm. This can make warcamping difficult for [[pure]]s and [[square]]s alike. Pures will be subjected to a barrage of maneuvers which may induce RT, while squares will be easily warded or possibly hit with [[ball spell]]s. On the other hand, all the creatures [[Critical|crit]] and [[stun]] (even though they usually shake it), which make them easy game for many hunting strategies. |
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==Dying Inside== |
==Dying Inside== |
Revision as of 12:53, 1 November 2015
I AM EDITING RIGHT NAO!
A warcamp can be located by any member of the Guardians of Sunfist who has achieved at least the second rank, namely access to the Sigil of Location. Warcamps are essentially instanced hunting grounds, filled with only one race of Grimswarm which spawn randomly near the skill of any character inside. As such, they in principle provide like-level hunting for any character in any area of Elanthia.
Overview
Once located and opened, a shimmering path will appear, leading into the warcamp. Firstly, there is no entry requirement, such as GoS membership nor in a member's group to enter the camp. Thus, a member of GoS can use the Sigil of Location to open a warcamp for another character, even if the GoS member does not (wish to) enter.
Inside camps, Grimswarm spawn fast. Spawn rate appears to have some relationship to the character movement through the camp, and especially encounters with guards who may call the alarm. Cautious characters are advised to stay near the entry area. The central areas are especially dangerous as they have many rooms feeding them for random movement.
Creatures can spawn of any class, including all basic skills like combat maneuvers and spells. The capabilities of the Grimswarm generally reflect the skill level of their opponents, so the less-skilled Grimswarm are less capable and vice versa. Although they never disarm, most other capabilities can be considered game, such as Focused Implosion from sorcerer-type Grimswarm. This can make warcamping difficult for pures and squares alike. Pures will be subjected to a barrage of maneuvers which may induce RT, while squares will be easily warded or possibly hit with ball spells. On the other hand, all the creatures crit and stun (even though they usually shake it), which make them easy game for many hunting strategies.
Dying Inside
You get chewed up and spit out. (More later)
Etiquette
Don't be a jerk. (More later)