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Warclaim - Lenfarthing.

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Knox213

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((What exactly do you define as OP enchantments? Please list the ones not allowed.))

 

[ ]

 

I assume like anything over a first level enchantment.

I could be wrong.

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[ ]

 

I assume like anything over a first level enchantment.

I could be wrong.

 

((This, essentially. Whenever I have fought the harbringers in the past near the north, they've had level 5 enchanted armour an what not. Would make it unfair for one side to have complete OP items, whilst the other has next to none.))

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Cultist Lurtz'Gorkil mutters to himself"Lurtz zmazh..."

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((This, essentially. Whenever I have fought the harbringers in the past near the north, they've had level 5 enchanted armour an what not. Would make it unfair for one side to have complete OP items, whilst the other has next to none.))

This has never happened. Not once. We do not use any armor at all in fact.

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This has never happened. Not once. We do not use any armor at all in fact.

((This happened a long time ago when the antagonists were first formed.))

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((It happened on the antag invasion of the grove, two antags with level 4+ enchantments decimated 15 elves and 20 dwarves nearly singlehandedly.))

 

Artimec looks over the news stoically.

 

"Eh...Why not."

 

He strides back into Talaran to rally the mages, northern pests to drive off for good.

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The halfling Calvin Wigglewobble buries his face in his palms. 

 

"Dese silly big'un's t'ink they can take back da Fart'in's. We've got our new 'ome, now, we dun' wan' dem cursed Fart'in's anyways..."

 

He shakes his head and gets back to work.

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((For those Americans who misunderstood the date format, this battle is in two days.))

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[ I accept your terms in their current state if you agree to mine.
1. No OP magic - Harbinger magic is far from OP. It is on the same level as the magic plugin, and the magic plugin will be equally as strong (when you get to a high enough tier/skill level). The Breath of the North spell is easily dodged if you are paying attention, doing 4 1/2 hearts of damage and applying the wither effect if you are hit. Is it strong? For sure. However, it has a cooldown of roughly 5 seconds and the Harbinger is helpless during this time. You have plenty of time to get to safety and regen your health. Play strategically and you can kill a Harbinger easily (I'm not going to give everything away, that's no fun). Cultists will be present at the battle as well, however, so you will be fighting some melee characters.
2. No withers - Going by your exact words that's perfectly fine. We have never used withers before and we do not intend to. Wither skeletons, on the other hand? Yes, we do use them. Not using them (along with magic) would completely break RP. We have no RP reason not to use wither skeletons or magic to fight you. It seems to me that you are trying to make this battle as easy as possible for you, but that isn't going to happen. You far outnumber us, and I hardly think you want to finish the battle in under a few minutes.
3. No OP enchantments - This is perfectly fine with me as well. We do not use enchants and do not intend to. I can't say the same for the cultists, however, as they will likely be using non-OP enchantments. Cultists are not considered main antagonists, though -- that's the Harbingers. Nonetheless, we are allowed to bring allies, just as you are. ]

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[ I accept your terms in their current state if you agree to mine.

1. No OP magic - Harbinger magic is far from OP. It is on the same level as the magic plugin, and the magic plugin will be equally as strong (when you get to a high enough tier/skill level). The Breath of the North spell is easily dodged if you are paying attention, doing 4 1/2 hearts of damage and applying the wither effect if you are hit. Is it strong? For sure. However, it has a cooldown of roughly 5 seconds and the Harbinger is helpless during this time. You have plenty of time to get to safety and regen your health. Play strategically and you can kill a Harbinger easily (I'm not going to give everything away, that's no fun). Cultists will be present at the battle as well, however, so you will be fighting some melee characters.

2. No withers - Going by your exact words that's perfectly fine. We have never used withers before and we do not intend to. Wither skeletons, on the other hand? Yes, we do use them. Not using them (along with magic) would completely break RP. We have no RP reason not to use wither skeletons or magic to fight you. It seems to me that you are trying to make this battle as easy as possible for you, but that isn't going to happen. You far outnumber us, and I hardly think you want to finish the battle in under a few minutes.

3. No OP enchantments - This is perfectly fine with me as well. We do not use enchants and do not intend to. I can't say the same for the cultists, however, as they will likely be using non-OP enchantments. Cultists are not considered main antagonists, though -- that's the Harbingers. Nonetheless, we are allowed to bring allies, just as you are. ]

((I thought  the scourge also used cave spiders, zombies, skeletons. That type of thing, main concern we have is the wither poison, not sure if that removed yet. Though I accept these terms.))

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((If everyone keeps complaining about the antag being "OP" then what's the point? I mean they are an evil magic from the north of course they will be stronger than us. ))

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