Posts Tagged ‘Arms Race’

Forged in WAR ~ The Uplands

August 10, 2011 1 comment

Deep in the Halls of Ekrund ancient keys were found to the gates of places long not seen. The arms race which elevated dwarven mining and crafting activities also served to re-establish a link with the distant dwarves of Norsca. The Norse Dwarves’ sacrifice in the war against Chaos has been a silent struggle of epic proportions unknown to the southern lands of men, dwarves and elves. A thorn in the side of the Raven Host and their tenuous foothold in Thorshafn, the Norscan dwarves answered their southern kin’s call to arms and begin to harass the Raven Host ever more.

This war being waged behind the front lines of the Raven Host in Norsca threatened their position against the coming assaults from the Empire forces stationed in Nordland. Fortunately the hordes of Chaos had their own card to play in the affair with a secluded stronghold high atop the Middle Mountains which could occupy the Griffon Order in Grimmenhagen. As both the forces of Chaos and the Empire seek to secure their back-lines they call upon their realm to delve deep into the uplands to root out the forces that threaten their position.

Join your realm and become forged in war as you delve into these new realm-specific dungeons for Tier 1! As you journey into the uplands of your realm’s Empire v. Chaos Tier 1 pairing you will face a determined enemy determined to stop you before you’ve even begun your journey! Journey forth and fight the dreaded enemy, the brave will reap the rewards of these lands as they can obtain the new “Brazen” armor set!

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Forged in WAR ~ Bounty Quests

August 9, 2011 1 comment

Kill a greenskin, and another one pops right up to take their place! Can’t kill enough of em myself, but with some help… Maybe with some help we could eradicate the vermin that infest our lands… With the right incentive, there’s always some fool ready to take up a quest to do killin’ for ya.
~ Hargrim Rustbeard

As part of the arms race, new armor sets have been commissioned for the new warriors who are preparing for battle. Introduced with the Forged in WAR are two new armor sets to complement the Stalker and Tracker armor sets already found in the world of Warhammer Online. Players can now find new PvP Kill Quests throughout Tiers 1 and 4 to expand their armory and better arm themselves for the coming battle.

“Hunter” Set – Tier 1
Dwarf Chapter 3 – Kron-Komar Gap. Quest: Bouncin’ Menaces – Kill 20 Squig Herders. Reward: Hunter Boots
High Elf Chapter 4 – Cliffs of Ushuru. Quest: Malekith’s Own – Kill 20 Black Guards. Reward: Hunter Chest

Greenskin Chapter 3 – Kron-Komar Gap. Quest: How Many Stunties Does It Take… – Kill 80 Players. Reward: Hunter Boots
Dark Elf Chapter 4 – Malagurn’s Charge. Quest: Fallen Sons of Chrace – Kill 20 White Lions. Reward: Hunter Chest

“Predator” Set – Tier 4
Empire Chapter 15 – Kreuznach. Quest: Tides of Chaos – Kill 100 Players. Reward: Predator Boots
Dwarf Chapter 16 – Hungry Troll Pub. Quest: The Bigger They Are… – Kill 20 Choppas. Reward: Predator Gloves
High Elf Chapter 17 – Gate of Sacrifice. Quest: Taming the Winds – Kill 20 Sorceresses. Reward: Predator Shoulders
Dwarf Chapter 18 – Palik Watch. Quest: Killing Da Smallest – Kill 20 Shamans. Reward: Predator Helm
Empire Chapter 19 – Knight’s Watch. Quest: Champions of Change – Kill 20 Magi. Reward: Predator Chest

Chaos Chapter 15 – Deathchill. Quest: Fields of the Dead – Kill 100 Players. Reward: Predator Boots
Greenskin Chapter 16 – Da Great Big Food Pot. Quest: Oh the Shame! – Kill 20 Slayers. Reward: Predator Gloves
Dark Elf Chapter 17 – Gate of Silence. Quest: Silent to the Grave – Kill 20 Shadow Warriors. Reward: Predator Shoulders
Greenskin Chapter 18 – Da Scrappin’ Camp. Quest: Gork Dunt Like Dat – Kill 20 Rune Priests. Reward: Predator Helm
Chaos Chapter 19 – Southern Breach. Quest: Sons of the False God – Kill 20 Warrior Priest. Reward: Predator Chest

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Forged in WAR

August 8, 2011 Leave a comment

As the arms race between the forces of Order and Destruction continues, the efforts of this struggle begin to spill into the realm of warfare. A vicious struggle ensues in the Hold of Ekrund deep in the southern Dragonback Mountains, and while forges across the Old and New World ring out with the hammer striking the anvil, blood is being spilled in every corner of lands. The time has come for the generals of both factions to begin unleashing their newly crafted weapons.

Forged in WAR is a follow-up to the Arms Race Live Event, and more specifically it is a follow up to the spoils players obtained in the Halls of Ekrund. Now players will learn what doors the keys found in Ekrund unlock, to what end they can use their anvils, what weapons need the new ammunition stockpile, and what machinery the gadgets operate. Introduced with the Forged in WAR patch are three new armor sets, two new dungeons, a new genre of trade skills,  and new avenues players can use to engage in siege warfare. Only those who proved true warriors in the cause of the arms race will be able to show that they have been Forged in WAR.

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Arms Race – Guide

August 7, 2011 Leave a comment

v1.7.0a consists of the Arms Race Live Event. The Live Event has 10 tasks for each realm, with a title unlocked after completing all 10 tasks. Like prior Live Events, this Live Event also ushers in new content, early access to this new content is determined by the winning realm in a ‘realm-pool competition’. Players individually contribute to a realm-pool via collecting resources in the ORvR lakes, but the victor is determined by the success of the whole realm. However, unlike prior Live Events, the Arms Race has two competitive pools to build towards – the Metal Slag Stockpile, and the Weapons Stockpile. The winning realm of the Metal Slag Stockpile will have 5 days early access to the new content, while the winning realm of the Weapons Stockpile will receive a small week long boon. While the struggle of the Arms Race takes place across forges all over both the Old World and Ulthuan, the true battles that will decide the victor of the greater war of the Arms Race take place in the land of the dwarves. Who will prove victorious in the Arms Race? Read more…

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Arms Race ~ Halls of Ekrund

August 6, 2011 Leave a comment

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? Read more…

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Arms Race ~ Ekrund

August 5, 2011 Leave a comment

Nestled along the southern tip of the Dragonback Mountains is the Dwarven Hold of Ekrund. Isolated from the rest of Karak Ankor and not connected to Undrin Ankor, the vast underground tunnel network connecting the Dwarven Holds, Ekrund has always been very vulnerable to Greenskin attacks. In fact laying between Ekrund and the World’s Edge Mountains are the Badlands, an area ripe with Greenskins and other inhospitable filth. However, Ekrund has always been a critical mining center, particularly of the rare Bitterstone, and both the dwarves and the Greenskins recognize its vital role in the Dwarven economy. Such an isolated location would quickly fall victim to the Greenskin hordes were it not for its massive runic gates protecting the city. But even the greatest mountain can be taken apart stone by stone given enough time… In the Age of Reckoning the Hold of Ekrund is under siege and time is working against it. The Greenskins are almost at the point of breaching the mighty gates of Ekrund and the fate of the mighty city rests on reinforcements, should they come in time. Read more…

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Arms Race ~ Redeye Grotto

August 4, 2011 3 comments

“Oi Chompa, whatcha catch fer da mushroom soup I makin’ fer our dinna?”

“I’m da best bat killa in all of Gunbad! I gots us a nice big fat un, Sharptoof!”

“Mmm bat and mushroom soup, dats da life Chompa!”

“Say Sharptoof… ain’t mushroomies just baby gobbos and orcses and squiggies?”

“Ya dats right Chompa, why?”

“So dis mushroom soup could be da next warboss…?”

“No no no, dis mushroom is da big and tasty kind, not nasty like a big ol’ dumb warboss.”

“Wot if dat mushroom was baby Gork and yer boiling Gork now?”

“Den Gork ain’t gonna be happy and’ll turn us into squig goo… I dunt like da sound of dat!”

“Ahhh lets get outta here Sharptoof before we’z turned into squig goo for eatin’ Gork!”

~ Chompa and Sharptoof, Night Goblins of Mount Gunbad

Mount Gunbad, a cavernous network that for thousands of years has been home to strange tribe of goblins known as the Night Goblins. What was once a dwarven mining complex was overrun millenia ago and now the tunnels lay coated with rank slime and moldy mushrooms. The dwarves no longer walks the halls of Gunbad, now the mysterious Night Goblins prod along their squigs and call this home. Fate would have it however that Gunbad has the largest deposit of Brynduraz, or Brightstone, anywhere in the known world. The need for Brightstone has become pressing as High King Thorgrim Grudgebearer has ordered all runesmiths to increase productivity on the fabled Doomstrikers, for which Brightstone is one of the key components. Now, in the Age of Reckoning the dwarves must face enemies of old and return deep into the lost Hold of Gunbad to clear out the greenskin filth and begin harvesting the precious ore again. The Greenskins under Grumlok and Gazbag recognize how advantageous the dwarven conflict with the Night Goblins can be to their WAAAAAAGH! and have committed their forces to confront the dwarven onslaught. The struggle over Gunbad has grown to more than just a small skirmish as the two forces meet.

As the dwarves tunnel deeper and drive the Night Goblins into the depths of Gunbad, the forces of Order confront the forces of Destruction in a deep amphitheater known as the Redeye Grotto. The forces of Destruction spawn at the lower end of the path while the forces of Order spawn towards the upper reaches. The two factions will battle it out over the Night Goblin’s home territory as they fight over: the Squig Nursery, the Night Goblin Village, and the Brightstone Lode. Who will win the fight over the dark underground domain of the Night Goblins?

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