Warcamp: Difference between revisions

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(→‎Dying Inside: here's a paragraph)
(Entry and Etiquette sections added)
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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 the devastating [[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.
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 the devastating [[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.


==Entry==
One bottom line is that ''any'' character can warcamp. Since the requirements to open camps are minimal, a player could easily make a 'scouting' character to find warcamps for another character in [[Voln]] or the [[Council of Light]], even on the same account since the shimmering paths remain open for about five minutes.
Only a member of GoS can locate and open the portal to a warcamp (manifested as a shimmering path). However, once the path appears, anyone can go down it to enter the warcamp. Incoming teleportation of any sort is restricted, and the shimmering path is the only means to enter a warcamp. It is noted, however, that most types of out-going teleportation are perfectly viable either for rescues or escape.

Since the requirements to open camps are minimal, a player could easily make a 'scouting' character to find warcamps for another character in [[Voln]] or the [[Council of Light]], even on the same account since the shimmering paths remain open for about five minutes.


==Strategy==
==Strategy==
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Death inside a warcamp is just as bad, and usually worse, than other hunting grounds in Elanthia. The main reason is because of the difficulty it poses for (would-be) rescuers, particularly if the character was camping solo. Because warcamps cannot be teleported into as well as the fleeting duration of the shimmering path, many rescuers will not have knowledge or means of how to get to the corpse. Thus, the common result is that after some delay, the Grimswarm tear all the flesh off the corpse and discard the skeleton outside (in the room where the shimmering path initially appeared). At this time, the character can be rescued normally (for whatever circumstances apply to the area from which they entered the camp), but will need quite dedicated healing (rank 3 wounds on every potion of the body). Unfortunately, rescuers may have given up searching for the corpse by this time. Thus, it is usually a good idea to let others know that you're warcamping, so that in case you die, they can eventually help you out.
Death inside a warcamp is just as bad, and usually worse, than other hunting grounds in Elanthia. The main reason is because of the difficulty it poses for (would-be) rescuers, particularly if the character was camping solo. Because warcamps cannot be teleported into as well as the fleeting duration of the shimmering path, many rescuers will not have knowledge or means of how to get to the corpse. Thus, the common result is that after some delay, the Grimswarm tear all the flesh off the corpse and discard the skeleton outside (in the room where the shimmering path initially appeared). At this time, the character can be rescued normally (for whatever circumstances apply to the area from which they entered the camp), but will need quite dedicated healing (rank 3 wounds on every potion of the body). Unfortunately, rescuers may have given up searching for the corpse by this time. Thus, it is usually a good idea to let others know that you're warcamping, so that in case you die, they can eventually help you out.


==Teleportation==
==Etiquette==
It's generally a good idea to know who else in the area is likely to be warcamping. If a character enters a warcamp which is already occupied, possibly by a less-skilled adventurer, unannounced entry could lead to severe difficulties for the person(s) already inside if higher-skilled Grimswarm begin to show up. Even if a camp is presently vacant, a character may have GoS tasks relating to warcamps, in particular razing them among others. It would be very rude to finish off the last few remaining Grimswarm in a formerly large warcamp and raze it without the person who did most of the hard work getting credit for destroying the camp.
Do we couple this with the Dying section?


One easy way to tell is the use of Sigil of Recognition once inside. Warcamps are initially created with only round numbers of Grimswarm (e.g. 100, 200, etc), and if the remaining number in the camp deviates from such a value (e.g. 88, 172), it indicates someone has been camping there recently, and not only may return shortly, but may not like you tinkering about in their camp.
The TLTR will be "incoming bad, outgoing good."

This also has overlap with strategy. Also known as "set a gold ring." However, this does not seem so different from what might be normal strategy for hunting. But repetition of "common knowledge" which may be less-than-common isn't ever bad on a wiki! We need to think about that!

==Etiquette==
Don't be a jerk. (More later)


==See also==
==See also==

Revision as of 12:57, 2 November 2015

This article is a work in progress!
Warcamp map

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 may have some relationship to the character movement through the camp (although this is worth investigating), but especially correlates with encounters with guards who may call the alarm and the number of characters that enter (as standard for spawn rates). 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 the devastating 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.

Entry

Only a member of GoS can locate and open the portal to a warcamp (manifested as a shimmering path). However, once the path appears, anyone can go down it to enter the warcamp. Incoming teleportation of any sort is restricted, and the shimmering path is the only means to enter a warcamp. It is noted, however, that most types of out-going teleportation are perfectly viable either for rescues or escape.

Since the requirements to open camps are minimal, a player could easily make a 'scouting' character to find warcamps for another character in Voln or the Council of Light, even on the same account since the shimmering paths remain open for about five minutes.

Strategy

The ideas covered in this section should be considered a useful guide to add to a character's portfolio to hone their specific tactics. Considering the array of characters, playing styles, and the unprecedented swarms which can be encountered camping (outside invasions), players must devise their own tactics, which may range from simple to complex.

As there are no area dispel effects, characters are encouraged to enter warcamps glowing brighter than a supernova.

Solo hunting and group hunting are definitely not the same thing.

Using Web (118) in a room is a good idea.

Where do we discuss the 'Shroud' and who is going to quantify that horrible crap?

Tasks

For GoS tasks

Loot

It kind of sucks, but there's like 20 boxes per kill in the chest. Keep the keys and all that.

Dying Inside

Death inside a warcamp is just as bad, and usually worse, than other hunting grounds in Elanthia. The main reason is because of the difficulty it poses for (would-be) rescuers, particularly if the character was camping solo. Because warcamps cannot be teleported into as well as the fleeting duration of the shimmering path, many rescuers will not have knowledge or means of how to get to the corpse. Thus, the common result is that after some delay, the Grimswarm tear all the flesh off the corpse and discard the skeleton outside (in the room where the shimmering path initially appeared). At this time, the character can be rescued normally (for whatever circumstances apply to the area from which they entered the camp), but will need quite dedicated healing (rank 3 wounds on every potion of the body). Unfortunately, rescuers may have given up searching for the corpse by this time. Thus, it is usually a good idea to let others know that you're warcamping, so that in case you die, they can eventually help you out.

Etiquette

It's generally a good idea to know who else in the area is likely to be warcamping. If a character enters a warcamp which is already occupied, possibly by a less-skilled adventurer, unannounced entry could lead to severe difficulties for the person(s) already inside if higher-skilled Grimswarm begin to show up. Even if a camp is presently vacant, a character may have GoS tasks relating to warcamps, in particular razing them among others. It would be very rude to finish off the last few remaining Grimswarm in a formerly large warcamp and raze it without the person who did most of the hard work getting credit for destroying the camp.

One easy way to tell is the use of Sigil of Recognition once inside. Warcamps are initially created with only round numbers of Grimswarm (e.g. 100, 200, etc), and if the remaining number in the camp deviates from such a value (e.g. 88, 172), it indicates someone has been camping there recently, and not only may return shortly, but may not like you tinkering about in their camp.

See also

Warcamp and Guardians of Sunfist updates (saved post)