Sun, Sand, and….Vulture Lord?

The World of Warhammer is about to embark on a sandy adventure that will send players to the desert lands of the Necropolis of Zandri, also called The Land of the Dead. This is the final part in the free expansion, Call to Arms.

When the patch was on the test server, I thought I’d play in the sandbox that is the Necropolis of Zandri and jot down some of the things I saw while I was there. I won’t tell everything I saw, because some details are better left a surprise, but I will leave this word of caution: Watch where you walk and what you attack.

On to the details such as getting to the sunny land. Control is determined by whoever is the first to collect ten thousand (10,000) Expedition Resources across their realm. That seems like a lot, but when you consider that if two thousand people were to turn in five Resources each, then we would have control. The Expedition Resources drop out in Tier 4 Open RvR and city sieges/captures; and they are turn-ins to Expedition Quartermasters at all War Camps, Refugee Camps, and next to the Flight Master in the capital cities. Players may watch the numbers for the control on a meter available on the large scale map of the Necropolis. Untouchable control of the zone will go to the winning realm for half an hour, but after that, the resources will be accepted again and the opposing realm may gain access and interrupt exploration. But be warned! The Expedition Resources only last 2 hours from the time you picked up the most recent resource. So make sure you keep an eye on the timer so you don’t end up with a bag full of dust!

Once in the Necropolis, players zone into a safe haven that has every amenity needed to pillage the land. Healers, Crafting merchants, Armor merchants, Weapon merchants, Quartermasters, everything necessary to successfully kill the Vulture Lord, the Big Bad of the zone. Players can choose to stay here and wait for the opposing realm to gain control, because it is possible to invade your enemies’ instances and get their phat lewtz; or they may choose to go out and explore the Necropolis and acquire their own lewtz. The first Public Quests are simple enough, even if the players participating are not yet Rank 40, as the mobs that spawn are approximately 35, give or take a level. One roams the beginning pathway, so be wary when you walk and there seem to be a sense of calm about.  There are several Public Quests that roam the map, so if you wander into one, don’t expect it to be there the next time you go looking for it!

Completion of each Public Quests will award participating players with a Glyph and Scarabs. Glyphs are needed to enter instances, though each instance requires different glyphs. The instances hide Baby Bads that are semi-difficult, but far less than had one entered the Tomb of the Vulture Lord, which I did not have the chance to see. The Scarabs are akin to the Medallions that currently drop in RvR, and they allow players to purchase armor, weapons, and crafting materials. The weapons are a little bit different than the average pieces. They have just one stat, and three talisman slots that allow for maximum customization. The armor pieces are a part of a new set, the Tyrant set. This set falls in between the Invader and Warlord from what my information leads me to believe.

After completing the glyph sets, and farming the Necropolis till your pillaging heart’s content, there’s the Tomb of the Vulture Lord. I don’t know much about it other than pay attention to the big statue when you go in because he’ll be a bit more…lively when you come back out. He’s the Big Bad for the Necropolis, and is the guy you want to beat for the really phat lewtz 😀

Enjoy the Land of the Dead, and watch where you’re wandering!

For everyone’s viewing pleasure, I took screenshots and you can view them here


One Response to Sun, Sand, and….Vulture Lord?

  1. Awesome blogpost, I didn’t thought reading it was going to be so cool when I looked at the url!

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