A Call to Arms: Difference between revisions
MimicSquid (talk | contribs) →Tips: 3d cobblers's walls can make this trivial. |
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{{Quest step|title=Defend Grit Gate|subtask=Defend {{favilink|Grit Gate}} from its assailants. | {{Quest step|title=Defend Grit Gate|subtask=Defend {{favilink|Grit Gate}} from its assailants. | ||
Once all members of the attacking party have been killed or removed from the zone, the quest will be completed | Once all members of the attacking party have been killed or removed from the zone, the quest will be completed{{Code Reference|namespace=XRL.World.ZoneParts|class=ScriptCallToArmsPart|method=HandleEvent|name="ScriptCallToArms.HandleEvent"}}}}. | ||
==Rewards== | ==Rewards== | ||
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==Notes== | ==Notes== | ||
{{As of patch inline|2.0. | {{As of patch inline|2.0.209.41}} | ||
*The game will attempt to spawn two parties | *The game will attempt to spawn two parties<ref name="ScriptCallToArms.HandleEvent" />, drawing in part from a generic table consisting of a {{favilink|Banner-Knight Templar}}, a {{favilink|Knight Templar}}, a {{favilink|Phylactery squire}}, a {{favilink|Newfather}}, and a {{favilink|Gunner-Knight Templar}}. The first party should consist of one legendary {{favilink|Knight Commander of the Holy Temple}}{{XML Reference|population|Templar War Party Major}}, one randomly-chosen {{favilink|Banner-Knight Templar}}, {{favilink|Knight Templar}}, or {{favilink|Gunner-Knight Templar}}, and a mix of six randomly-chosen {{favilink|Gunner-Knight Templar|plural}} and {{favilink|Knight Templar|plural}} (with a 15% chance each to choose from the aforementioned generic table instead). The second party rolls for members three times, each time with an 80% chance to pick one entry from the generic table and a 20% chance of picking four {{favilink|templar squire|plural}}{{XML Reference|population|Templar War Party Minor}}. | ||
*The Putus Templar will sometimes spawn in conjunction with a localized [[EMP]] pulse | *The Putus Templar will sometimes spawn in conjunction with a localized [[EMP]] pulse{{Code Reference|namespace=XRL.World.ZoneParts|class=ScriptCallToArmsPart|method=spawnParties}}, making relying too heavily on the {{favilink|force projector|plural}} risky. | ||
*For details on how the aftermath of the attack is scored, see [[The Assessment]]. | *For details on how the aftermath of the attack is scored, see [[The Assessment]]. | ||
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*Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites. | *Too much sorrow to bear? Try a time loop! {{favilink|Precognition}} for mutants, {{favilink|sphynx salt injector|plural}} for True Kin, or settlement checkpointing for player characters using Wander Mode or Roleplay Mode can let you try it all over again. Be warned - the incursion points are non-deterministic. Reloading like this can change the locations of war party drop points. This can be better or worse for you and the Barathrumites. | ||
{{References|2.0. | {{References|2.0.209.41}} | ||
{{Quest Navbox}} | {{Quest Navbox}} | ||
[[Category:Quests]][[Category:Main Questline]] | [[Category:Quests]][[Category:Main Questline]] |