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Artifact Guide and Appearances
Last Post: Talona
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  Artifact Guide and Appearances
Posted by: zackaroth - 10-14-2019, 11:36 PM - Forum: Announcements & News - Replies (1)

Hey guys. It's finally that time. It felt like it would never come but we are finally here. Artifacts are either already going out or have already gone out. This thread will serve as a guide for all your Artifact related questions, at least the most basic of them. If you do not understand something or need further explanation, please do not hesitate to talk with the staff and ask us anything that you feel is unclear.

This guide will go over three major things what is expected of our artifact wielders, the gold traits and finally artifact appearances.

What is expected of Artifact Wielders

If you have been granted a canon or have created your own artifact, you have already made a large leap. This means the staff trusts you to hold what will become a very powerful weapon. The staff doesn’t foresee any real issues with any of our artifact wielders, but those that have one should be wary of how much of their power they throw around against other players. Though you have a lot of power, we still expect the same level of OOC respect to other players regardless of their position in the order halls or status as an artifact wielder.

On the topic of activity, while we do expect the artifact wielders to be active and to mostly be playing the characters they have decided to get artifacts for, we also understand that demanding 100% of people’s time is both unrealistic and unfair. You don’t have to attend every main event or be on the server 24/7. The time it becomes an issue is when we notice a very LARGE gap in player activity without any communication to us. We understand things happen in real life so if your feel your activity may take a hit, please come to us. If your not happy with your artifact or feel you no longer want it, again please come to the staff first and we can talk out whatever issues you may have. Our door is always open to issues like this.

Gold Traits

Gold Traits are the Artifact’s abilities. Many of you have either read over the traits created by the staff or have created your own. There are 4 gold traits in all, with a 5th arriving sometime when we hit 7.2.  Now, these gold traits will unlock over the course of the first leg of the Legion storyline, the initial zones. The staff will make a general announcement on when a Gold Trait unlocks. Players are free to either say the Gold Trait unlocked on its own, a sign of the items growing power, or do a small storyline unlocking the traits(These should be CTSed). It is up to you.

Below you’ll find a guide on when each Gold Trait unlocks.

Gold Trait 1: Unlocked as soon as the artifact is acquired.

Gold Trait 2: Unlocked after Azsuna

Gold Trait 3: Unlocked after Val'sharah

Gold Trait 4: Unlocked after High Mountain.

As we stated before, there is a 5th Gold Trait but we will not be dealing with those yet. That trait will come in during the Legionfall storyline and the staff will have more information the closer we get.


Artifact Appearances

Artifact Appearances are the different colorations each canon artifact has. Every artifact has 6 different skins and each has 4 different colorations. These skins are Classic, Upgraded, Valorous, War Torn, Mage Tower, and Hidden. Every canon artifact wielder will eventually have all their Classic and Upgraded colorations unlocked. These appearances are unique to the artifact wielder and are ONLY available to them. Like the gold traits, your Classic colorations will unlock as we go through the story. Below you’ll find when each coloration unlocks.

Coloration 1: Unlocked as soon as the artifact is acquired.

Coloration 2: Unlocked after Azsuna

Coloration 3: Unlocked after Val’shara

Coloration 4: Unlocked after High Mountain.

The Upgraded appearance will eventually be unlocked once the class order halls storylines are completed. Once the Upgraded Appearance is unlocked, all of its colorations are as well. To be clear however, canon artifact wielders are not forced to use any of the extra colorations or even the Upgraded appearance if they do not like them. The forge at your order hall will be ICLY and OOCLY change the color and even look of your artifact to be whatever tint or appearance your want.

Now things here may get confusing for some players but I will try to explain the best I can. The next four appearances, Valorous, War Torn, Challenging and Hidden, have special rules attached to them.

The Valorous and Mage Tower Appearances, will be unlocked via special storylines that will take place over Legion. The Valorous storyline will be a combined effort by Kalecgos and Senegos to empower the artifacts. This storyline will be similar to the ring and cloak quest lines from the past but not as restrictive.  The Mage Tower Storyline will be a special storyline in 7.2 where the class order halls will be called upon to fight powerful foes that threaten Azeroth and attempts to push back the Legion. Expect more information on that when we start getting close to it.

For both of these appearances, we have decided to offer the wielder one coloration each that will unlock at the end of each respective storyline. The skins not chosen by the wielder will be available for other players to create their own custom artifacts. As with the Upgraded Appearance, Artifact wielders are under no obligation to pick a Valorous or Mage Tower Appearance if they do not like it.

The War Torn and Hidden Appearances are special. Their colorations will be available for all players to look over and create custom artifacts out of. Additionally, artifact wielders will be able to decide to replace their Valorous or Mage Tower skin with a War Torn or Hidden Appearance if applicable.

Below you will find a google doc of the four appearances and links to said appearances. Two things to note. If an appearance is claimed it DOES NOT mean you cannot create an artifact out of it. You just need to come to the staff about it and we will ask the Artifact Wielder if it is ok for you to have the same appearance. Secondly, the staff has put down suggestions on what sort of classes or character fit for each coloration. However these are just SUGGESTIONS. If you see a coloration you really like and have a reasonable idea for but feel like you may not fit the suggestion we make, make a CTS and talk to us about it. You will find the google doc below.


Public Doc

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  Legion Invasions
Posted by: zackaroth - 09-16-2019, 01:55 PM - Forum: Announcements & News - No Replies

Its that time everyone! With the failure on the Broken Shore, it means the Legion is set to run rampant all over the world. That means almost every zone ingame is open to be attacked by the Legion in some way. This will b e ahuge ongoing thing, going on until our victory on Argus. Yes, Legion invasions can happen for the entire duration of the expansion! Before everyone goes off and starts their attacks however, I do wanna lay down some ground rules.
1. Legion Invasions can indeed happen every where, save for capital cities and Broken Isle zones. The zones capital cities are in ok to invade but the invasion should not reach inside the city itself. Broken Shore zones will be open for invasion when we get to 7.2.

2. When using named demons, please to look them up first and see their role in Legion. Players should generally ask the staff if they want to use a famous named demon. While the staff won't generally forbid you from using them, there are a couple who play special roles in this xpac and should not be leading invasions.

3. ST's that are in the Trust System are free to host Legion Invasions at any time as long as they ask a Staff Member first(you do not have to make a CTS. You can either DM a staff member or do a QFS) and the people within the zone are ok with it. ST's should also not attack player made locations without asking for permission first. ST's who are not in the Trust system MUST still make a CTS however for their invasions.

4. Any loot that may drop must still be passed along to staff.

And that should be all guys. Have fun with this and if you have any questions please do not hesitate to ask

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  Legion Intro Events
Posted by: zackaroth - 08-20-2019, 02:32 PM - Forum: Announcements & News - No Replies

Hey guys, we are getting very close to the beginning of the Legion Intro Events! These events will obviously set up the Legion storyline as well as the class order hall storylines. Now these events will be big(especially The Broken Shore), so expect ALOT of people and for some of these events to be long. Also expect these events to have long talking sequences as well, with some having minimal combat. Below is the schedule for the rest of the year.

Sept 14th: The Broken Shore

Sept 21st: Return(Finale of the Illidari Event Chain)

Sept 27th: Fallen Lion( Alliance)(Introduction of Alliance DH)

Sept 28th: Fate of the Horde(Horde)(Introduction of Horde DH)

Oct 5th: Calling of the Council

Oct 12th: In the Blink of an Eye

After Oct 12th, that is when we will be doing class hall intros, artifact events and Legion Invasions. Starting after Oct 12th, people may begin to host their own Legion Invasions across Azeroth. We will be posting about this soon to get STs up to speed on what is and is not allowed.

We'll start the Legion proper storyline in January and those event dates will be coming towards the end of the year. If you have any questions, feel free to ask the staff.

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  Warlock Demon Minion List of Lesser and Greater Demons and NPC Minions in Events
Posted by: Talona - 07-28-2019, 05:58 PM - Forum: Announcements & News - No Replies

Warlock Demons that do not require a CTS/Lesser Demons
Imps/Fel Imps
Voidwalker
Bilescourge(Available once we reach Argus)
Aranasi(Males only)
Felbat
Fel Hound
Felstalker
Gan'arg
Succubus
Terrorguard
Felguard
Mo'arg
Vilefiend
Wyrmtongue
Wrathguard

Greater demons (Ones that need a CTS are noted)

Shivarra
Weaker Void Hounds
Doom Guard
Greater Succubus
Greater Void Walker
Observers
Infernals
Lesser Abyssals (Requires a CTS)
Fel Lord (Requires a CTS)
Eredar Brute (Not until 7.1, Requires a CTS)
Man'ari Eredar (Requires a CTS)
Overfiend (Requires a CTS)
Jailers (Requires a CTS and needs multiple warlocks to summons one)
Greater Abyssals (Require CTS and multiple warlocks to summon one and only lasts 1 round)


Demons Unavailable as Warlock Pets
Antean
Greater Void Hounds
Eredar Lords/Doommaidens
Aranasi (Females)
Imp Mother
Inquisitor
Ur'zhul (except for the owner of the mount in Legion)

Demons in Events
As it pertains to main events since many will be heavily NPC-centered we want to make sure we are being conscientious of the amount of NPCs are in events. You don’t need to spawn all minions (or temporary ones) like imps, felstalkers and anything that is implied to be temporary or multiple. Warlock characters should have nor more than 2 named/large demon NPCs in the field, and custom NPCs will have a soft cap of 10 npc minions people can have, anything further will met met with scrutiny and needs good reason to be created as custom npcs. 

That being said you can still use the various warlock abilities that summon the multiple demons but it has to be contained in the raid emotes themselves.

PC demon minions DO NOT count against the NPC demon cap in events. 

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  WoW Freedom: Legion
Posted by: zackaroth - 07-28-2019, 04:12 PM - Forum: Announcements & News - No Replies

WoW Freedom: Legion

WoW Freedom is proud to announce our official launch date for Legion! We will be switching over cores on August 5th! This will become our new main server as the WoD Core will remain only for those who need to transfer things like items, buildings and macros over. It will stay up roughly for around a month before we close it down. If you need more time please let the staff know.

"And in our most Desperate Hour, we must wield the power of the enemy against them"

But that is not all that is happening that week. Our official move also begins the Rise of the Illidari Storyline! This Storyline will take place from Black Temple Mission in The Frozen Throne to the mission to Maradum and will eventually end with the Illidari's reintroduction into the modern era! This storyline will be open to those who wish to create a Demon Hunter and want to show their progress over the years from normal Blood Elf or Night Elf, to Demon Hunters who seek to destroy the Legion. Other Illidari factions will be able to attend the Maradum event but the rest of the events are focused squarely on the Illidar's trials and tribulations. The event dates will be as described below.

August 9th: Beginnings


August 10th: Becoming Illidari(This event will allow the Demon Hunters to fight and consume the Demon that will make them a Demon Hunter)

August 16th: Control

August 17th: Invasion

August 23rd: Highlord Kruul

August 24th: Allies in the Shadows 

August 31st: Maradum

Speaking of which, the staff has created a list of Demons that Do and DO NOT have to be CTSed for your Demon Hunter's Inner Demon. If you plan on attending the August 10th event, please be sure to put in your CTS if you want an Inner Demon that requires it. The list is down below.

Demon Hunter Inner Demons:

Ones that DO NOT require an app/CTS
Imp

Satyr(You may have to consume more then one)

Fel Bat

Vile Fiend

Wyrmtongue

Felhound/Felstalkers

Succubus/Greater Succubus

Felguard

Doomguard

Terrorguard

Gan’arg

Mo’arg Brute

Wrathguard

Shivarra

Dark Glares

Observer

Aranasi(Be sure to note there are differences between the Males and Females of this race)

Inquisitor

Demons that need a CTS
Overfiend


Imp Mother

Jailer

Fel Lord

Eredar

Eredar Brute

Eredar Lord

Doommaiden (Under specific circumstances)

Nathrezim (Under specific circumstances)

The application for Demons you need to CTS for is as follows:

Character Name:

Inner Demon Wanted:
Spec:
How does this make sense for your character to have as an Inner Demon:
Effects it would have on character(Beyond basic Illidari Transformation):

Don't think we have forgotten about Warlocks however. A demon heavy expansion means new demons. The staff has gotten a list of these demons(Thank you Zenethen) and like the Inner Demons Above, has created a small list of these demons that can be used without issue, will need a CTS or cannot be used at all.

Warlock Demons that do not require a CTS
Bilescourge(Available once we reach Argus)

Aranasi(Males only)

Felbat

Felstalker

Vilefiend

Wyrmtongue

Warlock Demons that DO require a CTS
Mor'ag Brute(Be aware some NPCs may shake the ground)

Fel Lord

Overfiend

Eredar Brutes (Not available until 7.1)

Jailer

Demons Unavailable as Warlock Pets

Antean

Imp Mother

Inquisitor

Female Aranasi

Ur'zul(These are very touchy as they are created by combining the souls of the Army of the Light soldiers and twisting their souls. Most likely only the person who wins the mount will be allowed this demon as a pet)

If anyone has any questions about the Inner Demon and Warlock Demon pets please feel free to message the staff! More information will be announced soon about the prologue to Legion, including the Broken Shore, Artifact Campaigns and the Class Hall storylines! This is only the beginning!
















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  Custom Artifact Event Planning
Posted by: Cerb57 - 07-14-2019, 01:03 PM - Forum: Announcements & News - No Replies

Hello Freedom o/

As you are well aware, we're approaching Legion rapidly and there is a lot to be done on the staff side of things regarding artifacts. In the interest efficiency, those who have been approved on their Custom Artifact, -now- is the time to begin designing the event or events to obtain the artifact in question.

What we need from you in a CtS is as follows

1. Who is Running the Event? You are allowed to ask a Storyteller or a GM to run your event.
2. What lore character/s will be involved in the event.
3. Outline stages of the events for us to review.

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  Coming Soon
Posted by: zackaroth - 06-22-2019, 09:15 PM - Forum: Announcements & News - No Replies

"The enemy came into our world, their only desire to extinguish all life. They slaughtered our loved ones. They razed our homes, our cities and our sacred places. You tried to stop them, and you failed. And so, you came to me, nothing remaining of you but rage and determination, and you learned that the things that once tormented you could give you power. Now you see that there is no sacrifice too great if it brings an end to the Burning Legion."


[Image: tumblr_obef868oxb1su16x5o6_500.gif]



COMING SOON: Rise of the Illidari

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  Custom Artifacts, Gold Trait References, and You
Posted by: yakobthemoose - 06-16-2019, 02:43 PM - Forum: Announcements & News - No Replies

Hey all, we’ve gotten quite a few custom artifact requests at this point and we’ve been trying our best to work through them, but it’s a long process and as we announced before, we can really only get through 3 in a meeting before we have to move on. One thing we have been noticing all around, however, is that while we’ve been fine with people asking for their Custom artifacts, people haven’t been quite understanding what we were looking for in effects. We think this is a failure of communication on our part, as while we have an example of a custom artifact in Info Dump 3, there isn’t much exposure to what gold traits 2-4 should be looking like.

I’m going to share with you guys 3 fully finished canon artifacts, ones that we think best represent the role that they cover in the easiest to digest format. We have 1 tank, 1 DPS, and 1 healer artifact for you guys to draw inspiration from in terms of how we went about designing all the artifacts thematically and in terms of power scaling. The reason why we haven’t shared them up to this point is because we don’t want people playing or abandoning characters just based on the artifacts, especially since we’ve said that artifact wielders who want to change their artifact traits can do so via CTS.

We also want to articulate that it is implied and understood that these artifacts are more than just their gold traits, which I believe to be a worry in transitioning from having a legendary or lore weapon to artifact. If you are in possession of an artifact, you can consider yourself much more adept with the baseline spells, attacks, and effects that are relevant to your class. Just a general power upgrade that isn’t really worth quantifying. What these gold traits are giving you are powerful abilities that are only usable with these artifacts.


As has been stated before, anyone who receives an artifact who is not satisfied with the prescribed effects may CTS about having the abilities changed to accommodate their desires. We’re very flexible on this and we want you to enjoy the weapon that you will be spending the entire expansion with.


Without any further ado, here’s the artifacts.




Doomhammer (Enhancement Shaman)

Gold Trait 1 - Doomwinds - A prophecy weapon, forged by the Blackrocks and storied beyond most other weapons, it is as much a symbol to the orcs as it is a potent weapon of the elements. Once per encounter, the shaman may channel their mastery of the elements into this weapon and unleash 4 rapid, powerful blows, each hitting with the energy of a different element. Once per event, this power can be combined with a windfury effect, each blow reverberating to strike 4 additional times.

Gold Trait 2 - Unleash Doom - The force of the earth forged your great weapon, and so too can you forge the earth into weapons of their own. Once per event, the Shaman may hold the Doomhammer high, breaking up the earth behind them. From the broken ground, the Shaman may continue to fire an endless barrage of earth spikes for the remainder of the encounter, able to strike up to 5 enemies each turn in addition to their normal attack.


Gold Trait 3 - Doom Vortex - Once per encounter, the Shaman may strike at enemies far away by throwing the Doomhammer towards them. As it flies through the air, it creates a powerful vortex of fire that burns any foe it touches. Once the hammer reaches its destination, it immediately returns to the Shaman, bringing the Vortex back with it to strike a second time.

Gold Trait 4 - Doom Wolves - The orcs have a long history of kinship and reliance on wolves, and as a Shaman, you can tap into that connection to bring forth three special spectral wolves to fight alongside you once per event. These wolves each embody a different element, Earth, Fire, and Air, and last for the remainder of the encounter.

The Fire Wolf can be commanded to create a Doom Vortex in a straight line towards a target.
The Earth Wolf can be commanded to unleash a barrage of earth spikes towards up to 5 enemies each turn.
The Air Wolf can be commanded to give you a charge of Doomwinds and casts Windfury on you whenever you invoke that trait.



Sheilun, Staff of the Mists (Mistweaver Monk)

Gold Trait 1; Sheilun’s Gift - Sheilun constantly gives off clouds of Mists, wherever the wielder goes. These Mists may be easily manipulated by the wielder, encapsulating their entire party. This will heal moderate wounds, cause their allies to become harder to hit, and allow them to float on the mists, landing safely from any height as well as gaining increased jump height. This effect will last for 3 turns, and is usable each encounter.


Gold Trait 2; Celestial Breath - You breath in the mists that cascade from the staff, embracing Yu’Lon’s blessing. You may then exhale the Breath of Yu’Lon, healing 5 allies in front of them and removing all debilitating effects from them. This will also disorient and debilitate any lesser enemies caught in the breath. Usable once each encounter.


Gold Trait 3; Mistweaving - Wielding Sheilun for as long as you have, you have finally mastered the Mists that gather around the staff. All healing powers are increased, and you as the wielder are under a constant healing effect, regenerating even near-mortal wounds you may have been struck with if given enough time. If Sheilun’s Gift or Celestial Breath have been used in this encounter, you may use one of these effects again.


Gold Trait 4; Blessings of Yu’Lon - Yu’Lon has given you her full blessing, and has chosen you to be the bearer of her mists. Once per week, you may use the staff to transform into an avatar of Yu’Lon for 3 turns, changing your form into a smaller version of the Celestial. Sheilun’s mist constantly rains down from your body, casting Sheilun’s Gift on the entire raid each turn. This also resets your usage of Celestial Breath, which has increased potency, allowing you to fully heal 10 of your allies in a single, sweeping breath attack.



Scale of the Earth-Warder (Protection Warrior)

Gold Trait 1: Neltharion’s Fury: The corruption of the black dragonflight is still present within this discarded scale, and while harmless to the wielder, it can prove very dangerous to their enemies. Once per encounter, the wielder can call upon that power to ignite the shield in shadow flame and taunt enemies around them, draconic whispers drawing them to attack the wielder. Those that would strike either the wielder of the shield are burned by shadowflame, and their injuries dull the pain felt by the wielder.


Gold Trait 2: Might of the Vrykul: Though primarily a defensive tool, there is nothing stopping a sufficiently motivated individual from using a shield as a weapon. This is something the Vrykul understood well, and that drive is carried within this shield. Once per encounter, the warrior may either strike an enemy with the shield, launching them back like an explosive cannonball, killing weaker enemies or stunning them for one round. Or, they can slam the shield on the ground, creating a fissure in the ground that erupts into lava.


Gold Trait 3: Scales of Earth: It is easy to forget, given recent events, that the black dragonflight were once the guardians of earth, intrinsically linked to Azeroth. This shield has not forgotten, however, and still carries within it the lingering power of this once great flight. With the increasing power of its wielder, these abilities can finally be awakened. Passively, Scaleshard becomes coated in burning lava and the wielder’s skin hardens to become more resistant to fire. As well, the user gains the ability to expel an eruption of magma from the face of the shield damaging enemies in a cone in front of them.


Gold Trait 4: Unbreakable Bulwark: Both bulwark and wielder have proven unbreakable through countless fights, and each time they have only come out stronger. When the wielder sets their feet to the ground, nothing will move them short of god-like strength. Should an ally fail a counter attack, once per day they can intercede and attempt their own with a +10 bonus. In addition, they gain the ability to make an unstoppable flame-wreathed charge once per encounter, throwing aside enemies with the strength of ten vrykul and burning those caught in the path.

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  HFC Lore Items
Posted by: zackaroth - 06-09-2019, 07:32 AM - Forum: Announcements & News - No Replies

Hey guys, I'm creating this thread to catalogue and inform the players of the Lore Weapons that drop in with Hellfire Citadel. There is ALOT. I'll be updating this list every week after we defeat the bosses that drop them. Like with all Lore Weapons, you free to CTS about getting them and can even include whether or not you would like to turn it into an artifact for Legion. For the other WoD Lore Items from earlier raids, please check out this thread here: https://wowfreedom-rp.com/f/Thread-Minor...re-Weapons

HFC Lore items


Bite of the Bleeding Hollow(Staff/Polearm): The weapon of the Bleeding Hollow, passed down from Chieftain to Chieftai. Kilrogg held this weapon all his life, the simplicity of the weapon betraying its deadly nature. Unfortunately, it  has become heavily corrupted with Fel, enhancing it with dark power. Perhaps this weapon can be cleansed if the new wielder wishes to bring it back in line with its former status...or maybe even corrupt it further into darkness (Has a green(fel), red(Fire) and purple(void) skins depending on player preference)

Xu'tenash, Glaive of Ruin(Polearm): This glaive pulses with fel eneries. When you touch it you can almost see the uncountable dead civilizations and people that Mannoroth and his armies had wiped out. Thought to be destroyed by the Main Universe Grom Hellscream, like Mannoroth himself, it seems not even death can stop this weapon from waging destructive war across the cosmos. The one who picks up this weapon would have a mighty weapon indeed...if they can control the chaotic powers within.

Gavel of the Eredar(One Handed Mace): The weapon of the Archimonde and the Legion. The fel energies radiate across its golden surface. Created in the days after Archimonde accepted Sargeras's dark offer, the weapon a focus for demonic and dark energies. Now that Archimonde is truly dead, what secerts does this weapon hold? What wonders can one plunder from the many runes and secerts inscribed into it? Will it destroy its new wielder or will they unlock powers within it that not even Archimonde could have forseen?

Garb of the Demon Prince(Helm, Shoulders and Belt):
Demon Prince's Ascendant Crown( Helm)
Mantle of the Eredar Lord(Shoulders)
Demonbuckle Sash of Argus(Belt)

Archimonde's body soon wasted away, turning to bone and then ash. But his armor remained. Strangely despite all the damage it took, it seems to be repairs itself. The Gold and Green armor contains so much magical and dark power, touching it feels as if touch the surface of a very angry sun. But its potential cannot be ignored. A powerful warlock can use Archimonde's own magical items against the very Legion he helped lead. Will its power corrupt the user? Or will they bend it to their will?




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  HFC Loot: Special Rules
Posted by: zackaroth - 06-07-2019, 12:23 AM - Forum: Announcements & News - No Replies

Hey guys, just wanted to take a moment to tell you that for HFC we will be using special loot rules. Almost every item in the instance has a Fel coloration and that will be considered the base appearance for those item. Keep in mind, this is not all items but most do. Since we know some people will not want fel corrupted weapons, instead we are giving the players options to choose what color they get. The color of the weapon changes the effect. Now this can range to just a regular fire version of an effect to a caster heavy item becoming a healer heavy item. Here is an example, the first piece of loot from HFC and how to put your name down if you want the cleansed version.

Felfire Munitions Launcher: A massive gun once used by the Iron Horde, now corrupted by Fel, and ripped directly from the Iron Reaver; the corruption permeates the weapon - allowing for a deadly assault. Once per encounter, you can hold the trigger, super-heating the shell inside and the gun is treated like a grenade launcher - the shell explodes in a massive range, stunning enemies in a small radius.

Once per event, you may launch a barrage of Felfire shells upon 5 enemies adjacent to each other, shelling out massive amounts of Chaos damage upon them. If you use ability you will be unable to super heat the shells inside for one encounter.

Fire: The gun has been cleansed by elemental fire, getting rid of the corrupting fel within it. The effect most remains the same but now just does pure fire damage instead.


Arcane: Cleansed by Arcane energies, the gun’s effect changes entirely.. Once per day, the massive plating on the barrel of the gun becomes an Arcane Shield, allowing you to bunker down and pellet the enemy with Arcane infused shells.

Zack(Fire), Aphe(Arcane)

If you want the fel version of the weapon, either put Fel or nothing after your name. Cleansing these items require no special storyline or CTS(unless noted). Players are free to do their own little small cleansing of the weapon and can request the corrupted version to represent it. These do not require a CTS unless you plan to involve major lore characters.

If you have any questions, please feel free to ask.

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