To gain access to water, you're going to have to slay one of these boiling beasts. You also might be granted some Shadow Mana along with hydrating your army. Smashing a skull beneath your boot, you've manage to stay off the undead forces. This is disconcerting because necromancy is forbidden in many magic circles.
This is even stranger since Ushara is a technological city, not a magical one. What has happened to cause this? The camp looks like it could hold off an army of undead. Disaan can finally get to work with the other rebels towards formulating a plan. The villagers are weary of your suggestion to take up arms against the undead. They believe they're isolated enough that the undead wont want to bother with them. Also, they lack the equipment to effectively fight the undead menace.
Supply them with food and weapons to gain support amongst the locals. The Knight cries out one final curse as he is slain and his battalion is defeated. The rebels quickly open the gates soon after and you dart through the city! Disaan runs quickly though the city's winding alleyways and streets, so quickly you almost lose her a few times!
However you both manage to get to the docks. It is heavily guarded, but in the chaos, the guards hadn't expected to see a fully outfitted army rushing towards them. Now your ship is ready to set sail.
Raiding the temple you feel like you're getting close to the source of the undead! Keep moving forward! Scaring off the cultists, you topple the statue over and smash it into tiny pieces. You slam your weapon against the orb and destroy it.
Oddly enough though, the evil presence still clings to your skin and you feel as though the job isn't finished yet. This time the brothers spoke in unison, as if their two minds had become one, "Death will be your sweet release, name.
And we shall feed on your bleeding carcass! Silence them! Completed text: The undying brothers cursed you as they lay on the ground disassembled. You're quite amazed that they haven't died, or at least become inanimate, but "Undying" seems to be the key word here. As their body parts slowly slunk away, you wonder how in the world will you find this Lich's tomb.
Your troops need supplies and equipment. You need to lead a force out to gather food, water, weapons, and armor for your soldiers. While some of this can be accomplished by foraging in the wilderness or buying from locals, some will require raiding enemy storehouses as well. Dark armies plunder the steam-powered land of Ushura. You see a patrol of well-armored troops about to pillage a nearby village.
Intervene and save them! Many of the citizens of Ushura have been placed into prisons and makeshift camps to keep them from causing trouble for the occupying army. Breaking into one of these prisons or camps to free those inside is not only the right thing to do, it will help loosen the enemy's control over the land. Prides of griffons hunt in the wilds of Ushura, preying upon the locals and occasionally attacking your troops. Defeating one of these hungry griffon prides will bring safety to all concerned and possibly providing some useful Light Mana.
The farmers of Ushara use steam-powered machines for farming and transport but with some refurbishing they could be made into war machines. You have learned of the Lich King's past, and know that it is your destiny to put an end to his horrors. The Lich King slowly rises from his resting place and turns his head towards you, screaming his rage. Ready yourself, this is what you came here to do.
The Lich King's orbs of power protect him from harm. Destroy the four orbs before challenging him! The village is completely abandoned. As you rummage around the deserted village, you discover signs of a large scale conflict, but the scars from battle do not reveal who attacked.
With your intuitive skills, and by pressing a lot of buttons on the panel, you manage to get the lift functioning. During your investigation, you spot a blood trail leading from the walls and heading towards a metallic door. With your heart in your throat, you go through the door, expecting anything.
You quickly duck under pillars and slip through narrow cracks which soon become obstacles slowing your pursuers. However, the sentinels have not given up the chase. The piles of metal serve as a semi-secure fence against the sentinels. You cringe from the sound of metal grinding on metal, as the beastly machines claw their way through your defense. Legs shaking and heart pounding, you make it across the pipes to a narrow platform leading to a large and dimly lit room.
Glancing back, you see your army balancing its way towards you. Further behind your army, the sentinels foolishly start to traverse the pipes. Feeling a devious sort of satisfaction, you watch as the pipes begin to buckle under the weight of the sentinels, causing some of them to fall.
Leaving scrap metal in your wake, you slide into the maintenance hatch. You have finally and successfully managed to get away from the blood thirsty machines. Now the real question remains. Can you successfully navigate the tunnels? Through hard work and perseverance, you present a fully complete clockwork semi-sentinel to the goblin mechanic. Your puppet must have successfully turned off the control center because its controls are unresponsive.
The last clockwork guardian makes a whining noise as you rip out it circuits. You call for your army to regroup. Whoever is in the castle would have noticed the battle taking place right at its front door and you have no desire to let him or her get away.
The machine lies broken on the floor. Wounded, the Baron slowly crawls out of the Titan's cockpit. Part of you is filled with the desire to kill him outright; to be done with the entire problem. But you need him alive to uncover his accomplices. You leave him for the nobles, understanding they will extract all the answers you need. Gribby was wrong about being the last person on Skyreach. One of the mechanics managed to avoid detection and is now fleeing the city. Sentinels are hot on his heels-the mechanic will not last long on the streets.
Using the maintenance hatch system, you sneak into the junkyards. The lots are abandoned so no one should notice you "helping" yourself to a piece of equipment or two.
This will help build Makeshift Sentinels! Peeking out of the maintenance hatch, you see that the coast is clear of Sentinels. But the machines could come back any minute; you must search the area in a hurry.
Traveling through the tunnels, your eyes are drawn to red sensors on either side of the walls. Take out the sensors so no one can zero in on you location. A Thrusticulator has malfunctioned and threatens to destabilize the entire city! Take Gribby to fix the piece of equipment. The day is won and Skyreach is yours to claim. However, to your dismay, the inhabitants of Skyreach are still missing and a quick search of the palace reveals no sign of them.
The master mechanic beside you, Gribby, concludes that the citizen probably escaped the sentinel attack by using the King's private lift. Since you worry for their safety and have no desire to rule a barren city, you set out to locate the survivors by first seeking out the King's hidden lift.
You locate the King's lift, hidden just behind the palace, and examine the room it rests in. The building is simply lavished in wealth, but also bares signs of an hasty evacuation. You load your army onto the platform and turn to Gribby, who is manning the controls. You ask him to come with you, to which he regretfully declines. Gribby explains that the city needs repairs, or else it will fall out of the sky. He also adds with humor, that Skyreach should be restored for your triumphant return.
Completed: The lift jerks to life and you descend from Skyreach. You shout your thanks to the master mechanic, who salutes quickly in response before returning to his work. You feel a familiar twisting sensation in your stomach as you go lower and you swear you can hear metal creaking in protest against the weight of an entire army. The lift finally rests against the soft earth and you jump out, thanking every immortal in existence that you made it down safely.
Now, back on safe and stable ground, you look for any clues that can lead you to the missing survivors. You examine the nearby village and surrounding area to find a trail of footprints and debris leading towards the vast plains of grass, just south of Skyreach. The trail is fresh, but as you follow it, the indentations grow muddled from passing wildlife and weather damage. More then once you need to return to the beginning of the trail, and you find yourself growing irritated at the wasted time retracing your steps.
You finally manage to follow the trail to the southern coasts, where it stops dead in the sandy beaches. You search the area, but find no indication as to where the nobles went after they reached sand.
You are left standing alone with a deep seeded fear that the citizens of Skyreach may be gone forever. Completed: With the trail washed away by the ocean, you have no hope of locating the missing people. You have no idea where they went, or whether or not, they boarded a ship or simply used the beach's ever changing sands to cover their escape. As you stand alone, contemplating your next move, a loud clamor of voices catches your attention. You look off into the distance and see a group of well dressed men approaching.
The men are preoccupied a heated argument, and only stop to look at you when you are five feet away. The men who approach you are not Skyreach citizens. Though they wear the garb of nobles, every single one of them has sun-baked skin, tattoos, yellow teeth, and hair that resembled that of a drowned rat. You take one look at these men and know exactly who they are. Pirates have always been a problem near the Skyreach coast, in sea or on land.
You demand to know where they had acquired their clothing, to which the thieves fall silent before reaching for their cutlasses.
The sandy beaches now run red with the blood pirates and you start to search the bodies. Though you are almost certain that the clothing came from the Skyreach nobles, none of the bodies has any indication as to where the pirates came from or where the nobles are. Luckily, you notice one of the pirates shifting slightly on the sand, breathing but desperately trying to seem like his dead brethren.
You give him a light kick and he yelps in surprise. Completed: You haul the lone survivor off the ground and he stumbles to his feet. He roughly pushes you away and begins cursing you in every way possible, insulting your love life and even questioning your parentage. You grab the front of his shirt and demand to know where he and his fellows found the clothing, but he tells you nothing.
The pirate only continues to shout at you and shows no signs of slowing his verbal assault. The surviving pirate continues to scream obscenities at you, and you feel your patience waning. This man is your only lead to the missing people of Skyreach, and you desperately fight the urge to simply punch the screaming idiot into unconsciousness to silence his ranting.
Instead, you force the pirate to sit down and pull out your hefty bag of gold. His eyes widen and you know it is just a matter of time before he tells you everything. This catches your attention and the man proceeds to give you rather detailed instructions to its location. Once he is finished, you toss him more gold and ask for the location of the Skyreach nobles.
The pirate pockets the gold, tells you that only the Captain would know and he is at the Cove. Completed: You take a breath, again fighting the desire to wring the pirate's neck, and ask two simple questions.
What happened to the nobles, and why would only the Captain know their location? The pirate fiddles with gold coins you gave him and confesses that the nobles were sold to some Sorcerer on a far-off island. Seeing the anger on your face, the panicking pirate quickly reveals that the Captain keeps the Sorcerer's location a secret to everyone except his most trusted crewmen!
You approach the secret entrance to the Pirate's Cove and freeze in your tracks a moment before jumping into the nearby bushes.
At the opening of the cove sits an enormous beast: a minotaur. Its face and body are both ugly and malformed, as if it were beaten with boulders daily.
The thing shifts its weight and stands, sniffing the air. Within a few breathless seconds, it lets out a terrible growl and pulls out a blood-stained ax. It looks right at your hiding place and growls in challenge. You unleash a mighty swing and knock the beast off its feet. The minotaur cries out in pain before kicking you in the chest and straight into the bushes. You scramble to your feet, enraged, but stop when you notice the beast clutching its head, crying.
All it took to defeat the minotaur was a light hit to the skull. As the beast wails in sorrow, you try to inch your way past, only to run into a man standing in your way. Completed: The pirate that stands before you is different than the previous scum. While he looks just as ragged and rough as the others you defeated, he has an air of authority about him.
He glances at the minotaur and then back at you, his face twisted in contemplation. Finally he speaks, "I'm First Mate Morgan. Ya here for the nobles? He will give ya the skinny of it.
Morgan leads you into the damp tunnels of Pirate's Cove and heads through a side passage. There, sitting in the middle of a room littered with rum bottles, is the infamous Captain Blood Beard, the Scurviest Dog of the Seas. You cannot help but stare at his red crow's nest of a beard. He growls, "You're here for those fancy nobles, eh? Why else would ya be here? Captain Blood Beard explains that this whole situation started with a Sorcerer.
The Sorcerer had hired the Captain to bring in slaves and paid him handsomely for his trouble. Blood Beard assures you that he only transported criminals, until the last shipment. The cargo looked too nice, and the Captain demanded to know where they came from. When his crew admitted the people were from Skyreach, Blood Beard refused to sell the lot. The crew then mutinied, and were lead by one of Blood Beard's most. Completed: "Mr. Billick," growls the Captain.
Home Contact Us. November 10th. Tags: idle , champions , event , feast of the moon , sentry , high rollers , penelope half-pint , widdle , heroes of the planes. Tags: idle , champions , new content , update , champion spotlight , heroes of the planes , widdle. Tags: idle , champions , new content , update , champion , speed. Gwen: Gwen was once a mere doll but is infused with part of Isolde's soul. Hecarim: Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity.
Karthus: The harbinger of oblivion, Karthus is an undying spirit whose haunting songs are a prelude to the horror of his nightmarish appearance. Maokai: Maokai is a rageful, towering treant who fights the unnatural horrors of the Shadow Isles.
Viego: Once ruler of a long-lost kingdom, Viego perished over a thousand years ago when his attempt to bring his wife back from the dead triggered the magical catastrophe known as the Ruination. Yorick: The last survivor of a long-forgotten religious order, Yorick is both blessed and cursed with power over the dead.
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