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dmac188
06-25-2012, 06:59 PM
Anyone mind posting here the hunting areas and their respective levels? Just got floored on coastal cliffs. I'm looking for a 55ish hunting ground. Thanks.

Zelas
06-25-2012, 07:14 PM
From room 250 go water. Water walking, 112 will help. Go n then ne for the warship. The critters are like 30-40 there. NE one more time for the ship. The critters are like 55-70. Go ship to get on, go rail to leave the ship. There are myrmidians, rogues, who will cheap shot you. Campaigners who will ewave and raiders who are not particularly tricky. All use ohe's. It can swarm if you bring in a group. Lots of boxes. Pretty straight forward. You can sing 1020 back to the mainland. Not sure about 130.

Zelas

Middian
06-25-2012, 07:26 PM
Any low trained ones?

Drakefang
06-25-2012, 08:09 PM
Yes in town along North Ring Road or really anywhere east of TSC. Also, some gen between great and high lord on the East side of town across the bridge. Capped are on the galleon and on the Black Sands outside of town where the kappas are. Near cap are on the galley out in the bay before you get to the galleon. I believe those run high 70's or low 80's? Hard to keep track, just because I don't do a lot of critter level testing.

rolfard
06-25-2012, 10:56 PM
>e
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
!>
You gesture at Krentuk.
A void rips open in the area, directly above Krentuk!
Krentuk lets out a silent scream as his eyeballs are sucked out!
The eyeballs burst into thousands of pieces covering his face.
+130 Hits.

* Krentuk drops dead at your feet!

Krentuk no longer seems distracted.
Golden runes enscribe themselves upon Krentuk's body, quickly fading into nothingness.


Someone screams, "Murder by Rolfard! Call the night watchman!"

Everything in the room seemed to stay in place. The void disappears without further incident.
Cast Roundtime 3 Seconds.


LOL negative rep is negative

droit
06-25-2012, 11:35 PM
Krentuk no longer seems distracted.


Yay! I did something!

Dhuul2
06-25-2012, 11:40 PM
You see Czag'Herndrok Krentuk.
He appears to be a Krolvin.
He is tall and appears to be in the prime of life. He has mismatched red and yellow eyes and grayish-blue skin. He has thick, coarse stark white hair that covers his head and spreads down across his shoulders. He has an ape-like face, a flat nose and a muscular build. A swirling barrier of shimmering air wavers around his body. A swirling barrier of shimmering air wavers around his body. A swirling barrier of shimmering air wavers around his body.
He is in good shape.
He is holding a flawless green crystal orb in his right hand.
He is wearing a sweeping dark azure cape, a pair of blue steel gauntlets, a tattered black elven hide satchel, a suit of salt-stained black armor, an oiled black leather bandolier, a stained black burlap sack, a pair of black canvas pants, and a pair of spike-toed boots.

You channel at Krentuk.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward Krentuk!
As you move to attack Krentuk, the swirling airwall surrounding his body intensifies in frequency and solidifies! Suddenly, the airwall violently flares out toward you!
... 20 points of damage!
Spine cracks!
You are stunned for 3 rounds!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

Krentuk touches the green crystal orb in his hand and a blast of wind erupts from its crystal surface! The whirlwind hoists you high into the air! You are tossed about and sent flying away where you land with a painful *THUD*!

[Wehnimer's, Penna St. - 229]
The cracked pavement and dirt drainage ditches along the side of the road form a transition between the busier avenues of the main bazaar and the less frequented, humbler, and more unsavory sections of the town. You also see a jagged blue-green ice elemental and a low stone gate.
Also here: Kanshrak, Karibeth, the body of Ycelacie (prone)
Obvious paths: east, west
... 25 points of damage!
Your weapon arm is mangled horribly.
You are stunned!

You look closely at Krentuk, examining a flawless green crystal orb. The orb is formed of deep emerald crystal, its surface smooth and unblemished. Within the sphere, a faint blue light churns slowly.



..................PAYBACK!

I>e
[Wehnimer's, North Dock]
(stuff)
Also here: Czag'Herndrok Krentuk
Obvious paths: west
I>tar kren
You are now targeting Krentuk.
I>incant 317
You chant a reverent litany, clasping your hands while focusing upon the Divine Fury spell...
Your spell is ready.
You are visible again.
You channel at Krentuk.
Particles of dust and soot rise from the ground at your feet as you release a pulsating, platinum ripple of energy toward Krentuk!
As you move to attack Krentuk, the swirling airwall surrounding his body intensifies in frequency and solidifies! Suddenly, the airwall violently flares out toward you, but your gilt-hued talisman glows brightly! The tendrils of vapor recoil from you!
CS: +506 - TD: +316 + CvA: -21 + d100: +22 == +191
Warding failed!
Krentuk is cloaked in a blinding platinum light and assailed for 91 points of damage!
... 35 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
Krentuk screams and falls to the ground grasping his mangled right leg!
He is stunned!
... 1 point of damage!
Minor puncture to the back.
... 1 point of damage!
Minor puncture to the left leg.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

Abruptly, you sense the attention of your spirit slayer focus upon Krentuk. The pattern of your spell is wrested away from you as the mote of white light flares with blinding brilliance.

Particles of dust and soot rise from the ground under your spirit slayer as a pulsating, platinum ripple of energy spirals off of the mote toward Krentuk!
As you move to attack Krentuk, the swirling airwall surrounding his body intensifies in frequency and solidifies! Suddenly, the airwall violently flares out toward you, but your gilt-hued talisman glows brightly! The tendrils of vapor recoil from you!
CS: +536 - TD: +316 + CvA: -21 + d100: +55 == +254
Warding failed!
Krentuk is cloaked in a blinding platinum light and assailed for 188 points of damage!

* Krentuk drops dead at your feet!

The ghostly laughter of Krentuk echoes through the room, sending a shiver down your spine.

Green mist begins to swirl about Krentuk's corpse.

The ghostly voice of Krentuk raspily asks, "You think your little magic can end us?"

The ghostly voice of Krentuk raspily says, "You cannot begin to stop us."

A whirl of wind and snow swirls into the area, obscuring Krentuk before surging away! When the winds calm again, Krentuk is gone.

Yes, I cheated...but...it's Krentuk.

WRoss
06-27-2012, 11:47 AM
What happened to all the krolvin on the coastal cliffs?

audioserf
06-27-2012, 12:08 PM
Fuck, are they gone? My 88 mage was cleaning the fuck up on those last night, I've been loving it. For 100ish creatures they were basically a free EXP generator.

WRoss
06-27-2012, 12:52 PM
Fuck, are they gone? My 88 mage was cleaning the fuck up on those last night, I've been loving it. For 100ish creatures they were basically a free EXP generator.

There's always OTF

Drakefang
06-27-2012, 12:55 PM
What happened to all the krolvin on the coastal cliffs?

They don't gen well during the day. I had the same issue, yesterday. I only had the patience to run around the black sands for about 3 minutes before giving up and heading to the galleon.

nindon
06-27-2012, 04:32 PM
Attached is a map of what I saw in Darkstone Bay. The Galleon has very high level critters. The Galley has at least one critter that a level 100 character can learn from, but the levels are lower than the Galleon. I haven't tried the Warship or Ship yet.

It appears to be a well thought out temporary hunting area.

Did I miss anything?

nindon
06-27-2012, 04:45 PM
Also, isn't the starboard side of the galleon on the wrong side? The forecastle is north, so starboard should be east.

rolfard
07-02-2012, 03:46 PM
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at a ravenous krolvin berserker.
CS: +550 - TD: +315 + CvA: -2 + d100: +83 == +316
Warding failed!
A devastating hit.
(60-64 Hidden Damage!)
... 30 points of damage!
Skull and surrounding flesh disintegrate. The krolvin berserker falls to the ground dead.
It is knocked to the ground!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
A ravenous krolvin berserker struggles to rise but fails in the attempt.

>inc 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You channel at a ravenous krolvin berserker.
CS: +550 - TD: +315 + CvA: -2 + d100: +20 == +253
Warding failed!
Massive internal disruption.
(65+ Hidden Damage!)
... 30 points of damage!
One lung bursts in the krolvin berserker's chest!
The krolvin berserker rolls over on the floor and goes still.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

The post is to suggest they didn't die to the (first) death crit, thank you anonymous reppers

audioserf
07-03-2012, 08:17 AM
I love how all these invasions krolvin have a throwback GS3 3xLevel TD.

Zaigh
07-05-2012, 08:57 PM
My favorite part of the invasion is when Yuoko, the erithian woman over on East Ring Rd gets killed.

You search the erithian woman.
She had nothing of interest.
The erithian woman's body disperses into a swirl of ebon smoke, which swirls briefly before returning solid form. She blinks in surprise, saying, "How'd that happen?", then rises to her feet.

rolfard
07-06-2012, 10:30 AM
My favorite thing was when I raced Setzier to implode all the townsfolk in GS3 to see if any had loot (only the old man did but I donated that finding to the Wehnimer's Musuem)

nindon
07-11-2012, 09:47 PM
The new krolvin boat is extremely challenging. I was able to survive (with some luck) both solo and in a group, but I could not fry solo hunting. I just didn't have the mana or patience. As a sorcerer, I can barely hit the critters, and they have massive amounts of health.

It's probably best to stick to a group. If you must hunt solo, then I'm thinking the way to hunt there for a sorcerer may be to turn off aiming for purposes of limb disrupt (AIM CLEAR to remove the CS penalty) and bulk up your bolt AS. You won't be able to bulk up your CS enough. Either way, you'll need outside defensive spells. If I come up with a better tactic, I'll post it.

I made the following map: https://docs.google.com/open?id=0B3z8h0vXHoenT290TlVnVlVCOUk

Let me know if I missed anything on the map.

crb
07-12-2012, 12:03 PM
To hunt the big boat you need your DS to be above 700 in offensive, if you do that, it is pretty easy, even solo.

Stormcrows and Bloodmasters can both be critted with bolts.

Slashers and Zealots are the tough. 3000 health, unstunnable, and incredibly hard to crit kill. I think I've crit killed them a few times, but I've had my animate smack one in the head with a claidhmore with a 500 end roll, and it doesn't die. They get crit messaging constantly that they've died, but it is never the truth. Almost like noncorporeals or TKs. But I do think I've seen them get critted a couple times. They aren't that dangerous with your DS up high enough, but they're tanks and take a long time, and a lot of mana, to kill. TDs in the low 500s. Bolt DS in the mid 400s once in offensive normally... but so hard to crit.

Stormcrows and Bloodmasters can both ewave, stormcrows immolate, their spells seem easy enough to dodge though. I know they can cast other spells, but I've never let them. I put up 1720 when I go, which twarts them somewhat, but since they're stunnable I just disable them quickly.

Slashers foot stomp. Zealots warcry or whatever you into offensive. That is it for manuevers.

I think groups could make it more dangerous. Groups kill slower but increase the spawn rate, and people who group tend not to be as powerful. The bottom line is your DS, if you can't get it high enough, don't go, group or not. Even at 700 in offensive you can die if you get knocked over. 700 offensive and prone is probably the true safe point. A little less of course if you're in thick armor because of AvD.

Herachio
07-12-2012, 01:53 PM
A little less of course if you're in thick armor because of AvD.

I don't think think armor matters much since they are equipped with the Feras weapons. Pretty much, if you get hit with those, your probably going to die from the flare.

crb
07-12-2012, 02:21 PM
Of course, what I meant was in regards to avd. In leathers, to avoid being hit, because the sword has a 42 AvD vs leathers, you need around 700 ds. In plate, against which the sword might have, I don't know, a 22 AvD, you'd need 680 ds.

Archigeek
07-12-2012, 02:41 PM
I don't think think armor matters much since they are equipped with the Feras weapons. Pretty much, if you get hit with those, your probably going to die from the flare.

I think his point is that AvD factors directly into the end roll, with lighter armors generally having higher AvD's. Hence, with a lower Avd, the end roll is lower. The downside of course is that it's pretty hard for a square to get his offensive DS up over 700. I'm pretty safe in there at about 650 in advanced stance and can plunk away at the zealots that way. If I used 10x armor or use a 10x shield or any db items etc it would of course be easier, much like most anything else would.

For me, the best tactic has been to go with a partner who can get them on the ground. At that point I will open up with some hard open strikes and just remove the right arm and problem solved. It's not easy to get them prone though, since they are level 120.

I think soloing is going to be difficult for anyone, pure or square. For pures, the problem is going to largely be one of mana. For squares, it is the age old problem of our attacks taking longer than magic attacks, and if you sit there plunking away bit by bit, sooner or later one of them is going to get a cast off at you that you can't defend, or nick you with a feras sword.

crb
07-12-2012, 02:48 PM
I've been "soloing" fine. And by soloing I mean using an animate to save mana. So, technically, I'm partners with a fast swinging 650 AS claidhmore using krolvin. Saves so much mana letting him pound away for 200+ hp a hit.

droit
07-13-2012, 07:02 PM
>You whisper quietly into the wind, summoning the forces of nature as you prepare Nature's Fury.
Your spell is ready.
>You gesture at an animal-beset massive tiger tattoo.
You close your eyes in a moment of intense concentration, channeling the pure natural power of your surroundings. As you continue to gather the energy, a low thrumming resounds through the area. Suddenly, a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing everything around you!
The surroundings advance upon a sneering krolvin pillager with relentless fury!
CS: +540 - TD: -3 + CvA: +19 + 50 + d50: +23 == +635
Warding failed!
One of the large, pointed slivers of wet debris hits a sneering krolvin pillager!
... 122 points of damage!
The krolvin pillager crashes to the ground in a plume of dust.
The deep blue glow leaves a sneering krolvin pillager.
The bright luminescence fades from around a sneering krolvin pillager.
The light blue glow leaves a sneering krolvin pillager.
The silvery luminescence fades from around a sneering krolvin pillager.
The powerful look leaves a sneering krolvin pillager.
The surroundings advance upon a one-eyed krolvin pirate with relentless fury!
CS: +540 - TD: 0 + CvA: +8 + 50 + d50: +5 == +603
Warding failed!
A cluster of wet debris collides with a one-eyed krolvin pirate!
... 115 points of damage!
The calmed look leaves a one-eyed krolvin pirate.
... 50 points of damage!
Strike to the krolvin pirate's throat removes it!
The krolvin pirate hits the ground with a less than elegant thud.
The surroundings advance upon a one-eyed krolvin pirate with relentless fury!
CS: +540 - TD: 0 + CvA: +8 + 50 + d50: +31 == +629
Warding failed!
A cluster of wet debris collides with a one-eyed krolvin pirate!
... 120 points of damage!
The calmed look leaves a one-eyed krolvin pirate.
... 50 points of damage!
Blow to head removes skull!
The krolvin pirate hits the ground with a less than elegant thud.
The surroundings advance upon a sneering krolvin pillager with relentless fury!
CS: +540 - TD: -3 + CvA: +19 + 50 + d50: +41 == +653
Warding failed!
A cluster of wet debris collides with a sneering krolvin pillager!
... 125 points of damage!
The krolvin pillager crashes to the ground in a plume of dust.
The deep blue glow leaves a sneering krolvin pillager.
The bright luminescence fades from around a sneering krolvin pillager.
The light blue glow leaves a sneering krolvin pillager.
The silvery luminescence fades from around a sneering krolvin pillager.
The calmed look leaves a sneering krolvin pillager.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +255 + CvA: +8 + 50 + d50: +20 == +363
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
loot ... 67 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 50 points of damage!
Hard strike removes the right eye and a goodly bit of skull!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
loot CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +47 == +375
Warding failed!
One of the large, pointed slivers of wet debris hits a scarred krolvin brigand!
... 70 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 50 points of damage!
Perfect strike to abdomen. The krolvin brigand howls in pain and drops quite dead!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +285 + CvA: +8 + 50 + d50: +24 == +337
Warding failed!
One of the large, pointed slivers of wet debris hits a scarred krolvin brigand!
... 62 points of damage!
... 45 points of damage!
Strike to wrist severs left hand quite neatly!
The brigand's black buckler falls to the ground.
The krolvin brigand is stunned!
... 50 points of damage!
Incredible strike pierces heart and runs the krolvin brigand clean through!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +21 == +349
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
... 64 points of damage!
... 70 points of damage!
Strike to chest causes a large gaping hole!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +26 == +354
Warding failed!
A scarred krolvin brigand is struck by a sharp piece of wet debris!
... 65 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 50 points of damage!
Shot shatters hip and severs right leg!
The krolvin brigand glances down at his mangled right leg and falls over!
The krolvin brigand is stunned!
... 50 points of damage!
Incredible strike pierces heart and runs the krolvin brigand clean through!
The krolvin brigand rolls over on the ground and goes still.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +12 == +340
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
... 63 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 70 points of damage!
Blow to back removes the spinal column!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +258 + CvA: +8 + 50 + d50: +1 == +341
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
... 63 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 45 points of damage!
Strike to the krolvin brigand's throat removes it!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
loot CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +26 == +354
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
... 65 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 70 points of damage!
Blow to back removes the spinal column!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +258 + CvA: +8 + 50 + d50: +4 == +344
Warding failed!
One of the large, pointed slivers of wet debris hits a scarred krolvin brigand!
... 63 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 45 points of damage!
Shot shatters hip and severs left leg!
The krolvin brigand glances down at his mangled left leg and falls over!
The krolvin brigand is stunned!
... 55 points of damage!
Strike to wrist severs left hand quite neatly!
The brigand's black buckler falls to the ground.
... 55 points of damage!
Shot shatters shoulder and severs right arm!
The brigand's blue talon sword falls to the ground.
... 55 points of damage!
Impact removes the right hand in a spray of red mist!
The surroundings advance upon a scarred krolvin brigand with relentless fury!
loot CS: +540 - TD: +255 + CvA: +8 + 50 + d50: +18 == +361
Warding failed!
A scarred krolvin brigand is struck by a sharp piece of wet debris!
... 67 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 50 points of damage!
Incredible strike pierces heart and runs the krolvin brigand clean through!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +46 == +374
Warding failed!
One of the large, pointed slivers of wet debris hits a scarred krolvin brigand!
... 69 points of damage!
The calmed look leaves a scarred krolvin brigand.
... 50 points of damage!
Perfect strike to abdomen. The krolvin brigand howls in pain and drops quite dead!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a scarred krolvin brigand with relentless fury!
CS: +540 - TD: +270 + CvA: +8 + 50 + d50: +2 == +330
Warding failed!
A cluster of wet debris collides with a scarred krolvin brigand!
... 61 points of damage!
... 50 points of damage!
Every bone in the right arm shattered and scattered about!
The brigand's blue talon sword falls to the ground.
The krolvin brigand is stunned!
... 45 points of damage!
Every bone in the left arm shattered and scattered about!
The brigand's black buckler falls to the ground.
... 70 points of damage!
Blow to abdomen breaks the krolvin brigand almost in two!
The krolvin brigand hits the ground with a less than elegant thud.
The surroundings advance upon a huge krolvin fleet captain with relentless fury!
loot CS: +540 - TD: +324 + CvA: -2 + 50 + d50: +3 == +267
Warding failed!
A cluster of wet debris collides with a huge krolvin fleet captain!
... 48 points of damage!
The calmed look leaves a huge krolvin fleet captain.
... 25 points of damage!
Strong blow to chest!
... 25 points of damage!
Strong blow to back!
... 25 points of damage!
Strong blow to left arm breaks it!
... 50 points of damage!
Massive blow to chest collapses sternum!
The surroundings advance upon an armored krolvin Khar'ta zealot with relentless fury!
CS: +540 - TD: +480 + CvA: +25 + 50 + d50: +37 == +172
Warding failed!
A cluster of wet debris collides with an armored krolvin Khar'ta zealot!
... 29 points of damage!
The calmed look leaves an armored krolvin Khar'ta zealot.
... 10 points of damage!
Blow grazes right leg.
... 10 points of damage!
Blow connects with abdomen.
... 10 points of damage!
Strike hits close to the left eye!
... 15 points of damage!
Strike hits close to the right eye.
Wolfloner is forced out of hiding.
The surroundings advance upon Wolfloner with relentless fury!
CS: +525 - TD: +364 + CvA: -6 + 50 + d50: +49 == +254
Warding failed!
One of the large, pointed slivers of wet debris hits Wolfloner!
... 45 points of damage!
... 40 points of damage!
Strike punctures thigh and shatters femur!
Wolfloner screams and falls to the ground grasping his mangled left leg!
He is stunned!
... 35 points of damage!
Strike to wrist severs right hand!
... 30 points of damage!
Fine shot pierces jugular vein! The brain wonders where all its oxygen went, briefly.

* Wolfloner drops dead at your feet!

The powerful look leaves Wolfloner.
The tingling sensation and sense of security leaves Wolfloner.
The dim aura fades from around Wolfloner.
Wolfloner glances around, looking a bit less confident.
Wolfloner becomes unbalanced for a second, then recovers.
Wolfloner appears to lose some internal strength.
Wolfloner loses some awareness.
The misty halo fades from Wolfloner.
The very powerful look leaves Wolfloner.
The white light leaves Wolfloner.
Wolfloner returns to normal color.
The light blue glow leaves Wolfloner.
The brilliant luminescence fades from around Wolfloner.
The bright luminescence fades from around Wolfloner.
The silvery luminescence fades from around Wolfloner.
The deep blue glow leaves Wolfloner.

A nearby goodwife screams, "Murder!"

As swiftly as the chaos came to be, it recedes again into the surroundings.
The divine power suffusing your actions wanes, leaving you bereft of Charl's aid.
Cast Roundtime 3 Seconds.

Reliel
07-18-2012, 01:35 PM
I swear I've died more traveling around town than being killed by anything else.

whiteflash
07-18-2012, 05:39 PM
Slashers and Zealots are the tough. 3000 health, unstunnable, and incredibly hard to crit kill.


Evil eye stuns them real nice. With 570 CS and curse I could reliably make them run away, stun, or outright die. Didn't find the hunting very profitable or enjoyable, crits are more fun!

Allereli
07-18-2012, 05:53 PM
Update just posted:


Pherantyr's Talisman! on 07/18/2012 05:17 PM EDT
298
Reply
Making a major magical breakthrough, the archmage Pherantyr has announced that the talismans many people wear around Wehnimer's Landing to warn them when the Star of Khar'ta is near, will now be imbued with new powers!

Pherantyr has been able to infuse his talisman creations with a powerful defense against the Star of Khar'ta, namely when its being used directly by Krentuk himself. While the icy weather still rages around the town, Krentuk's directed assaults will now be harmless against those wearing Pherantyr's talismans.

The archmage went on to say, "Our town, and its environs, are surrounded by unseen magical energies, all originating from the Star of Khar'ta. It is the power behind the storm, the lightning, and the cold. Drawing on this same power, I have been able to create a resistance to the very orb itself. Krentuk will soon find himself without his greatest weapon."

Mayor Walkar praised the accomplishment by the archmage and said, "With Krentuk's fleet weakened now, and many of our defenders impervious the orb's attacks, we will soon be launching a new offensive to end him once and for all!"



OOC NOTE:

For those who are wearing the talismans I released for awhile, you will soon notice a slight change, specifically that Krentuk's attacks will no longer harm you. His lightning bolts, his ball of lightning attack, his wind gusts, none of them. However, the weather is still damaging, so watch out for those cold snaps!

The existing talismans will have this new power, first thing Thursday morning. There is no action required on your part to update them.

Secondly, I will be aiming to pull off the storyline finale this Sunday, the 22nd. It will be early evening, probably around 8pm eastern or so. I will update the forums if there's any last minute change. If you're somewhere within the range of town, you'll know when it's going down, don't worry.

-GM Kenstrom-
Wehnimer's Landing Guru
Giantmen Guru


This message was originally posted in Towns, Wehnimer's Landing. To discuss the above, follow the link below.

http://forums.play.net/forums/19/225/2494/view/2595