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Your primary purpose as the hammerlord is two fold, leading your men on expeditions and upholding the agreement between factions on the laws of the safe zone. For your second in command, the [[Master of the Forge]], you will want to ensure he is supplied with all the materials your men can find that let him continue enchanting armor and weapons, creating new items at his forge, and otherwise ensuring he is kept up to date with potential prisoners and processing of criminals. Your rank and file should be organized to go on patrol within the safe zone or an expedition, either of which you may join and personally lead. For patrols, you merely want breaker presence in areas like the bar, hallways, and well traveled areas to watch for potential infestations occurring in the safe zone like spiders or roaches. Your men are supposed to be the law, not thugs or enforcers, their concern should be deescalation and conflict resolution without violence. That said, this is still a frontier and struggling society and both you and your men should be more than willing to kill difficult trouble makers and let the agents of the Ashwood sort it out. Always remember, your men are effectively guards, not detectives, that is the agents duty. Your only concern is ensuring they work together seamlessly as agents determine who you and your men are locking up. As a result, you should be on as good of terms with the [[Penumbra]] as you are with your forge master. | Your primary purpose as the hammerlord is two fold, leading your men on expeditions and upholding the agreement between factions on the laws of the safe zone. For your second in command, the [[Master of the Forge]], you will want to ensure he is supplied with all the materials your men can find that let him continue enchanting armor and weapons, creating new items at his forge, and otherwise ensuring he is kept up to date with potential prisoners and processing of criminals. Your rank and file should be organized to go on patrol within the safe zone or an expedition, either of which you may join and personally lead. For patrols, you merely want breaker presence in areas like the bar, hallways, and well traveled areas to watch for potential infestations occurring in the safe zone like spiders or roaches. Your men are supposed to be the law, not thugs or enforcers, their concern should be deescalation and conflict resolution without violence. That said, this is still a frontier and struggling society and both you and your men should be more than willing to kill difficult trouble makers and let the agents of the Ashwood sort it out. Always remember, your men are effectively guards, not detectives, that is the agents duty. Your only concern is ensuring they work together seamlessly as agents determine who you and your men are locking up. As a result, you should be on as good of terms with the [[Penumbra]] as you are with your forge master. | ||
When organizing expeditions, your goal is being supportive, using your unique battle shout ability to bolster your men in tight spots and otherwise being the biggest hammer available. Apart of organizing a proper and long trip you should consider recruiting external faction members. Your [[Sledge]], [[ | When organizing expeditions, your goal is being supportive, using your unique battle shout ability to bolster your men in tight spots and otherwise being the biggest hammer available. Apart of organizing a proper and long trip you should consider recruiting external faction members. Your [[Sledge]], [[Ashman]], and [[Firebrand]] can provide a good amount of damage mitigation and firepower but without rosaria to heal or an agent to pick locks you will be short on loot and high on injuries. Munitions and external equipment should also be considered, bringing additional or redundant supplies is always the mark of a good leader. | ||
== Tips == | == Tips == | ||
Revision as of 22:16, 21 November 2023
| Hammerlord
"My duty is to command men, men who will bring order and civilization to this lawless under dark." |
Faction:
Breakers |
Access Rune:
Nearly all access |
Faction Boss:
Ash Lord Tarkus |
Difficulty:
Colossal |
|---|
The hammerlord is the current acting commander of the breakers and the de-facto decider on the defense and combat doctrine in the safe zone. He also leads and commands expeditions and enforces the law.
Stat Requirement
- Robustness: 30
- Toughness: 30
- Vigilance: 20
Purpose
Your primary purpose as the hammerlord is two fold, leading your men on expeditions and upholding the agreement between factions on the laws of the safe zone. For your second in command, the Master of the Forge, you will want to ensure he is supplied with all the materials your men can find that let him continue enchanting armor and weapons, creating new items at his forge, and otherwise ensuring he is kept up to date with potential prisoners and processing of criminals. Your rank and file should be organized to go on patrol within the safe zone or an expedition, either of which you may join and personally lead. For patrols, you merely want breaker presence in areas like the bar, hallways, and well traveled areas to watch for potential infestations occurring in the safe zone like spiders or roaches. Your men are supposed to be the law, not thugs or enforcers, their concern should be deescalation and conflict resolution without violence. That said, this is still a frontier and struggling society and both you and your men should be more than willing to kill difficult trouble makers and let the agents of the Ashwood sort it out. Always remember, your men are effectively guards, not detectives, that is the agents duty. Your only concern is ensuring they work together seamlessly as agents determine who you and your men are locking up. As a result, you should be on as good of terms with the Penumbra as you are with your forge master.
When organizing expeditions, your goal is being supportive, using your unique battle shout ability to bolster your men in tight spots and otherwise being the biggest hammer available. Apart of organizing a proper and long trip you should consider recruiting external faction members. Your Sledge, Ashman, and Firebrand can provide a good amount of damage mitigation and firepower but without rosaria to heal or an agent to pick locks you will be short on loot and high on injuries. Munitions and external equipment should also be considered, bringing additional or redundant supplies is always the mark of a good leader.
Tips
- You are immensely powerful, as are your men, but you are meant to be a lawful sheriff, not a ruthless thug.
- Your faction cannot survive without support of the other two. You need the Ashwood to supply your ashmen and firebrands with bullets, agents to aid your men in keeping the peace, and rosaria to patch you up between skirmishes.
- Your battle shouts can make the difference between an easy triumph and a bloody pyrrhic victory. Use them effectively.
- Your primary hammer is a legendary unique weapon, it is also magical, keep it charged and activate it where possible.
- Your armor is also immensely powerful against melee and bullets, but be wary of its weakness, it has little magic resistance.
Unique Power
The hammerlord comes with his own unique ability known as the commanding bellow, this activatable perk adds a stacking bonus of +20 to robustness, toughness, and vigilance to every player character who can see and hear you. This bonus last two minutes and takes thirty minutes before it can be used again. You may also customize the words used in your bellow upon first activation, letting you tailor your shout to your character. Putting a joke or meme shout will instantly earn you a permanent job ban from hammerlord and a one-day ban from the server, neither of which can be appealed. This is a high roleplay server, act like it.
Unique Equipment
- Lord's Hammer - Your unique and iconic magical hammer forged by Tarkus. Do not lose it.
- Lord's Full-plate - Your armor, forged by Tarkus, highly protective in melee and against bullets, has little magic resistance.
Advanced Tips
- You are nothing without the other factions, when looting, consider what can be given to them for favors or a return investment. You may trade in materials and good will, not just coin.
- You are only half of the law enforcement, agents are needed to do the proper means of investigation and are handy on expeditions, consider donating items produced by your forge master to ensure good relations and favors.
- Big dumb idiots as a hammerlord are not only quick to be dismissed by Tarkus, but die very quickly. The best of the best are as skilled at fighting as they are leadership and diplomacy.
| Roles in Hammerfall | |
| Command | Hammerlord, Master of the Forge, Merchant, Penumbra, Exalted, Speaker |
| Breakers | Hammerlord, Master of the Forge, Sledge, Ashman, Firebrand |
| Ashwood Syndicate | Merchant, Penumbra, Agent, Fixer, Beast Master |
| Ascendant | Exalted, Speaker, Rune Master, Rosaria, Seeker |
| Freeblades | Gardener, Jester, Custodian, Prospector, Resident |