Home > 1.7.x > Arms Race ~ Halls of Ekrund

Arms Race ~ Halls of Ekrund

The gates of Ekrund have been breached! As the doors splintered apart and the greenskins rushed in, they were met with a lethal salvo of dwarven firepower. Subsequent waves met the same fate and the dwarves felt that they were invincible. Malgor Bloodeye ordered his horde to blindly charge in, and they did out of fear of him. With no way to reach the Dwarven gunners and cannons the greenskins morale began to decline. It was then that Gorb, the goblin siege crew leader who Malgor had assailed earlier, came up with a plan that worked.

Gorb confronted Malgor with his plan and the clever goblin had his way. His plan was gruesome but effective, order a concentrated charge and let the bodies pile up, once a wall of greenskin corpses was high enough, the rest of the WAAAAGH! would be safe from enemy fire. Naturally goblins wouldn’t build a tall wall, so the chant started by the goblins echoed through the greenskin lines “Da bigga da orc, da bigga da wall! Gobbos iz too small!” Once the first berm of greenskin corpses had been built but yards from the gate of Ekrund, the goblins reassembled their rock lobbas and spear chuckas inside the hold of Ekrund and returned fire on the unsuspecting Dwarves.

Realizing the effectiveness of the corpse-wall, and the bloody cost at which it was achieved, Rudgar ordered the dwarves to fall back out of range of the greenskin siege. Malgor ordered another wave of assaults to build another berm closer to the dwarves, and once again the dwarves retreated deeper into the halls of Ekrund. The dwarves were only buying time with this tactic, the more ground they lost the harder it would be for them to recover, and the greenskins had a limitless horde of their kind. The plight of Ekrund had reached both Karak Eight Peaks and Karaz-a-Karak, and seeing how the fate of Ekrund teetered on the edge of a blade, the leadership of both factions took great interest in the struggle. Reinforcements were on the way but who would arrive first and secure victory in the battle of the Halls of Ekrund?

Isolated from the rest of Karak Ankor, Ekrund’s fate rests in the hands of reinforcements to either side. Now players from Order and Destruction can enter the fray on the side of their realm and attempt to tip the scales in their favor. The Halls of Ekrund is a 6-person party instance found in the zone of Ekrund. The first time players enter the instance they have to do so through the gates in the ORvR lake in Ekrund, subsequent entrances can be made via the secondary gate to the south by the Order public quest “Durak’s Gate”. Upon completion (regardless of victory or defeat) players receive a 60 minute lockout timer from the instance.

The Halls of Ekrund is a new survival-mode instance that takes place within the dwarven Hold. What this means is that the party will begin the instance in a location and have to hold that location against an onslaught of enemy NPCs for a duration of time. After completing a wave of NPCs, the players are rewarded with loot suitable for the level of enemies encountered. The instance begins at the exterior gate of Ekrund and after each wave the fight is driven deeper into Ekrund. Each wave gets increasingly more difficult and is meant to approximately match 10-level renown brackets (so the first wave will consist of rank 1-10 NPCs and is intended for players renown ranks 1-10.) Rewards for the instance are awarded upon being defeated or successfully completing the instance and they will match the level of difficulty the party reached. Bags for the Halls of Ekrund instance will contain accessories with decay timers suitable for the level reached. Also included in the bags are unique rewards which usher in new content in future patches.

As mentioned before, the instance is divided into different waves of NPCs starging with NPCs ranging from ranks 1-10, followed by three subsequent waves of NPCs ranging from ranks 11-20, 21-30, and 31-40, respectively. After these first four waves of regular NPCs with occasional champions, the following waves will consist of a wave of 40 champions, then a wave of 40 heroes, 45 champions, 45 heroes, and then will proceed to fights with combinations of heroes, champions, and lords. Keep in mind each wave is meant to coincide with 10-renown-rank brackets, so by the time players are engaging lord-level NPCs they are intended to be above renown rank 80.

Included in the first four stages bags are unique rewards with hidden purposes which will not be revealed until the Arms Race is over. In the first stage players can obtain City Gate Keys… but where do they lead to? In the second stage players can obtain a Blacksmith’s Anvil, but what purpose does it serve? In the second stage players can obtain Siege Ammunition, but for what armaments? In the forth stage players can receive a Machinery Gadget, but what does it belong to? Each award unlocks specific boons in future patches. Unique rewards for the remaining six stages do not exist at this time but will be added with future events!

Journey to Ekrund, descend into the halls of the mighty Hold and join your realm in the struggle over the mighty dwarven city! How long will you survive against the enemy onslaught? Will you prevail and champion the cause in the Battle of Ekrund?

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