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Smugglers



AuthorSmugglers
Day after day, the north winds brought more and more news from distant lands. Something was brewing on the Great Steppe, and the evidence of it was the excessive activity of parasites in the depths of the bandit wastelands. It seemed that the bandits smelled the blood of a wounded animal and, like mad with hunger, were ready to rush on their prey. But they needed supplies and weapons to carry out their plan. As many as you couldn't find in all the wastelands they'd ravaged, but you could scrape together from the imperial smugglers' warehouses. The Empire could allow one enemy to tear another to pieces, but it was better to level the playing field in the coming confrontation.

Meanwhile, while the Warlord was preparing the order to start the operation to catch the smugglers, Counselor Feurlis suddenly paid a visit to the new magic workshop of his old friend Counselor Bilir. Plunged into the enchanting atmosphere of the hall filled with a variety of strange devices, the necromancer involuntarily succumbed to surprise, despite all his professional composure.
- Looks like things are going pretty well...? - The necromancer, noticing the wizard fidgeting ahead of him, muttered.
- What?! Who's there?! - Bilir flustered, but quickly caught sight of his visitor, - Ah, it's you, my friend! Yes, mirrors are surprisingly popular. Perhaps even too much... Sometimes I think I've created a "monster".
- Only sometimes? - Ironically inquired the necromancer with his equal equanimity, causing the wizard’s confusion for a moment.
- Most of the time I don't have time to think about such lengthy philosophical things, - Bilir replied with full seriousness in his voice, without detecting a hint of irony.
- Speaking of monsters… - Feurlis suddenly changed the subject, reminding of the purpose of his visit before the magician had time to delve too deeply into his reasoning.
- Ah, yes, of course., - The wizard replied a little confused, inviting the necromancer into the center of the workshop, - Please don't judge it too harshly on first impressions. This is only a basic prototype, the modules are not yet perfected. The main thing is not the shell, but what he has here, - he added and poked his fingers in his chest, - Anyway, here you go!
Bilir suddenly pulled the cloth veil off a simple mechanism half as tall as a man. It resembled some kind of a pedestal with levers, which puzzled the necromancer for a moment. But false fears were instantly dispelled when the wizard made a few manipulations with this device - and a massive curtain located a little further away, reaching almost to the very ceiling of the workshop, fell to the floor. The view opened up to an impressively sized mechanical creature - a tall golem. He was peacefully idle, but even in this state, the mere sight of him was striking and a little terrifying.
- Universal Destruction Unit "Assault Armored Golem", - Bilir said confidently, - The hull's ip is basic A-1. Basic attachments: mana-cutter and mana-gun. Optional combat module - Chaos magic generator. Optional modules: analytical target recognition module, basic navigation module and damage matrix analysis module.
- Impressive… - The necromancer said with absolute sincerity as he gazed at the mechanical behemoth.
- Really? - with a tinge of cautious joy in his voice, the wizard interrogated, - So you don't see all this monstrous asymmetry? The crooked corners? The exposed bindings?..
- Really. Prepare the facility for field testing. The order to start the operation will be announced soon. Just don't scare people. Call it something simpler…

Lord and Ladies! Unscrupulous smugglers have once again over-activated - and flooded the roads of the Empire. Warlord Grammith calls on everyone to join in the operation to capture the smugglers. And the court mage Abu-Bakir promises to provide magical support for armies of active interceptors due to the particular importance of the operation. In addition, with the governor's permission, the experimental combat mechanism "Assault Golem" designed by Counselor Bilir will be used during the operation.



Combat briefing:
- All Lord and Ladies are allowed to participate From combat level 5;
- Attacks on normal caravans are allowed only in artifacts from the store (AFS), modifiers do not work;
- For intercepting reinforced caravans any available ammunition without any restrictions (FFA) with the sum of power modifiers from 40 is recommended;
- Intercepts can only be organized alone, battles will be held in 1x1 format by the rules of the ambush;
- The caravans are reportedly guarded by combined armies of local and nomadic brigands;
- Interceptions will earn activity points, for which the court mage Abu-Bakir can grant magical enhancements to the army; all enhancements are valid only within a given combat operation;
- The number of points you get depends on the difficulty level of the enemy;
- A total of 50 major difficulty levels of enemy caravans are available, as well as 50 additional ones with increased difficulty and minor rewards, for which only 75 attempts will be allotted. The composition and number of enemy units in each level is the same for all Lord and Ladies of the same combat level, faction and class;
- At each main level of difficulty you will have a choice of two pairs of opponents, each of which includes a normal and an enhanced version of the caravan. After defeating a normal opponent, his enhanced counterpart becomes unavailable - and vice versa. Each level can be defeated a maximum of 2 times by one opponent from each pair. Enhanced caravans are available to Lord and ladies from combat level 7;
- Particular attention should be paid to the smugglers of each level 5 difficulty - They are accompanied by enemy ringleaders;
- At difficulty level 50 you will have to face the leader of the smugglers, for which you can get the main award;
- Important! Â The operation will be supported by an experimental Assault Golem. Its combat potential isn't fully understood yet, but, according to Bilir's advisor's instructions, it is capable of both close-range and long-range combat, as well as the use of Chaos magic spells. It may take some time for the war machine to calibrate its weapons, but the more it engages in combat, the more effectively its skills and attributes will be adjusted;
- Important! The Assault golem has its own characteristics, and it will also be affected by the main parameters of the Lord or Lady (offense, defense and initiative), the effects of skills, modifiers and additional properties of artifacts;
- The combat operation will last 10 days, up to and including November 12;
- On the first day, only 10 initial difficulty levels of caravans are available to organize interceptions. Each following day another 10 levels will become available. On days 6 and 7, 20 additional difficulty levels will be available, and on day 8, the final 10 levels of difficulty will be available.;
- During the operation, you can re-fight already completed levels of difficulty and gain points if necessary;
- For defeating the enemy Lord and Ladies can get Thieves Rangers Guild points, gold, creature artifacts, diamonds, creatures in reserve, parts of creatures in reserve, and even parts of the Magma Arbalest or Heavenly Diadem, but no more than once on each difficulty level. For the first victory over a caravan of each difficulty level 4 you can get Random item;
- The top 75 military clans and all active Lord and Ladies in them will be specially rewarded. The selection will be based on the final ranking of clans, where the final result will be the sum of the maximum won levels of difficulty for the clan 100 Best Clan Lord and ladies;
- Unblocked Lord and Ladies of successful military clans will receive a clan award if they bring 15 points or more to the clan;
- If a Lord or Lady quits/is expelled from a military clan, the clan loses all of the Lord or Lady’s points for that clan; if he re-joins, the points will be returned;
- Leaving the clan on the last day of the event will be prohibited;
- Admission to military clans during the event is limited to three Lord or Ladies per day;
- The Empire will additionally reward all Lord and Ladies with a commemorative artifact and achievement, êthen defeats difficulty level 7. The strength of the artifact will depend on the maximum difficulty level defeated.

During the event, Lord and Ladies can receive up to 33 pieces of the Magma Arbalest and up to 20 pieces of the Heavenly Diadem. And up to 10 more pieces of the Magma Arbalest if their military clan wins a prize!

 


Reward for active Lord and Ladies of the leading military clans:

Clan rankRewardGlory
1
8
12
29
52
213
10
1,500 
2
5
9
29
52
213
9
1,300 
3
4
9
29
52
213
9
1,100 
4
9
29
313
52
213
8
1,000 
5 - 8
8
29
313
52
213
7
900 
9 - 13
6
29
313
52
213
6
800 
14 - 20
29
313
52
213
80
5
600 
21 - 30
29
52
80
20
4
500 
31 - 45
213
80
20
3
400 
46 - 60
80
20
2
250 
61 - 75
80
1
100 


A personal award for the top 5,000 Lord and Ladies based on event results:


Lord/Lady rankReward
1 - 50
8
12
29
52
213
51 - 100
5
9
29
52
213
101 - 200
4
9
29
52
213
201 - 400
9
29
313
52
213
401 - 650
8
29
313
52
213
651 - 1000
6
29
313
52
213
1001 - 1500
29
313
52
213
80
1501 - 2250
29
52
80
20
2251 - 3000
213
80
20
3001 - 3750
80
20
3751 - 5000
80


Interception!
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