Outposts
- What are Outposts?
- When were Outposts built?
- Who can own an Outpost?
- What is the Outpost's threshold and how is it raised and lowered?
- What decides victory in an Outpost battle?
- It looks as though there is constructible space in Outposts. What is that for?
- What Materials does each Outpost produce?
- What are the materials that each Outpost creates good for?
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What are Outposts?
Outposts are facilities that were given to Homins by the Karavan and Kami, to extract special materials from the ground. The key building on an Outpost is the drill, or trepan. Every Outpost produces special Mats that can be used to craft special items (such as Maga Mats, which give weapons a glow and stat bonus, and Greslin Mats, with which picks can be made to prospect nodes that do not explode). In addition, they produce Catalyzers, which help Homins gain experience twice as fast.
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When were Outposts built?
Outposts were built after the Temple contests, when the Kami and Karavan had become openly antagonistic to one another. Each of the Karavan and Kami factions gave us Homins these facilities to make our lives on Atys easier, and more specifically to make training for the fight against the other faction more successful.
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Who can own an Outpost?
Guilds own Outposts. A Guild can take possession of an Outpost by declaring war on the Guild currently owning it. A battle ensues, during which the attacking Guild must defeat the defending Guild. If the attack is successful, the Defenders have a chance to defend their lost Outpost the next day.
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What is the Outpost's threshold and how is it raised and lowered?
The Outpost's threshold is the number of rounds that an attacking Guild must equate or better when it attacks it. It is raised to the number of rounds won during the attack phase, when a Guild successfully seizes an Outpost. The threshold decrements naturally every week in times of peace, but can never be lower than 5.
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What decides victory in an Outpost battle?
Battle comes in two phases: an attack phase and an optional defense phase. Rounds are won by defeating or defending the NPC guards. In order for the attack phase to be successful, the attacking Guild must win at least as many rounds (of 5 minutes) as the Outpost's current threshold. Barring that, the attack fails, and the defending Guild retains possession of their Outpost. If, however, the attack is successful, then the Guild owning the Outpost has a second chance to retain it during a defensive phase, but they have to win at least as many rounds as the attackers during the attack phase.
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It looks as though there is constructible space in Outposts. What is that for?
There is indeed constructible space on Outpost grounds. It is believed that, like the existing trepan and storage hall, collective endeavors will permit the building of extra facilities, to further refine forage materials or even craft new types of weapons or tools. But this is all rumor. There is no telling when this might happen, or if only the Guilds owning the Outpost will be able to participate in the building effort should it ever happen.
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What Materials does each Outpost produce?
Fyros land
- Blackburn Trade Post: Q50 Tekorn (Intelligence)
- West Blackburn Border Post: Q100 Greslin (Balance)
- Hightowers Farm: Q150 Tekorn (Dexterity)
- Southend Dune Farm: Q200 Maga (Wisdom)
- Malmont Farm: Q200 Egiros (Constitution)
- Woodburn Magic Pole: Q250 Armillo (Will)
- Woodburn Stronghold: Q250 Vedice (Strength)
Matis land
- Psykopla Knoll Trading Post: Q50 Armillo (Constitution)
- Finder's Farm: Q100 Maga (Will)
- Wooky Workshop: Q150 Armillo (Strength)
- Berello Gorge Border Post: Q200 Greslin (Intelligence)
- Fearing Fen Farm: Q200 Cheng (Metabolism)
- Westgrove Stronghold: Q250 Tekorn (Balance)
- Ginti Workshop: Q250 Rubbarn (Dexterity)
Tryker land
- Greenvale Trade Post: Q50 Greslin (Strength)
- Windyway Workshop: Q100 Tekorn (Metabolism)
- Fount Porch Trade Post: Q150 Greslin (Intelligence)
- Graveyard Gate Research Centre: Q200 Armillo (Balance)
- Twintops Workshop: Q200 Vedice (Constitution)
- Loria Stronghold: Q250 Maga (Wisdom)
- Whirling Stronghold: Q250 Egiros (Dexterity)
Zorai land
- Qai-Du Workshop: Q50 Maga (Dexterity)
- Sai-Shun Stronghold: Q100 Armillo (Wisdom)
- Demons Crossroads Diplomatic Outpost: Q150 Maga (Wisdom)
- Great Outback Workshop: Q200 Rubbarn (Metabolism)
- Gu-Qin Workshop: Q200 Tekorn (Strength)
- Zo-Kian Ruins Workshop: Q250 Cheng (Wisdom)
- Lost Valley Stronghold: Q250 Greslin (Will)
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What are the materials that each Outpost creates good for?
- Cheng root is used to craft magic amplifiers with a 5% chance of instant spellcasting.
- Maga creeper is used to craft magic amplifiers with a 5% chance of casting a costless spell (no health or sap points consumed).
- Tekorn bramble is used to craft weapons that give a 5% chance of performing a critical hit.
- Vedice sap is used to craft weapons that give a 5% chance of causing a vampiric drain of health from the target.
- Egiros pollen is used to craft picks that give a 5% chance of doubling the number of mats extracted per extraction cycle.
- Greslin filament is used to craft picks with a 5% chance of non-exploding sources.
- Armilo lichen is used to craft tools that give a 10% chance of crafting an item with HP/Sap/Stamina/Focus bonus.
- Rubbarn gum is used to craft tools that give a 5% chance of boosting the item's statistics.
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