The Umbranoids return to Calypso
EBN: Special report
In a stunning development, vague reports of mysterious Orb sightings across Calypso have been replaced by a chilling reality; the Umbranoids are confirmed to have returned to our planet.
While the Calypso Defense Force (CDF) originally kept a heavy lid on any information regarding this potential threat, they have now sent out class one warnings to all settlements on the western coast of Eudoria. Umbranoid assault parties have been spotted clashing with robots and mutants in the area south of the Hadesheim crater, and several human outposts also report being harassed by hit-and-run raids.
CDF spokesperson Gil Sardre made the following statement at a press conference addressing the topic:
“The motives and capabilities of these Umbranoids are currently unknown, though they appear to be a different faction from the one led by Lord Kraster against our colony many years ago. What we do know is that they seem to be constructing a permanent or semi-permanent settlement in the area, using materials pillaged from human, Maffoid, and robot alike.
“The Calypso Defense Force will be devoting significant resources to monitoring the situation and, if the need should arise, keeping it contained. We implore all colonists to keep up-to-date on reports and exercise due caution when travelling in the affected area.”
Finally, it seems the Orbs in other locations have disappeared again for now, scattering the Argonauts that had gathered around them. The CDF have declined to comment further on this, but advised us to expect more to come.
Overview
- The Umbranoids have created an encampment near the coast, south-west of the Cape Corinth region.
- The Umbranoid Arena in this settlement allows colonists to challenge powerful Umbranoid leaders.
- A group of Maffoids have made camp nearby, and are willing to trade with colonists:
- Three unique melee weapons and a number of exceptional limited melee weapons are available in the vendor - a longsword, broadsword and axe
- The three unique melee weapons are first come first served with only one of each available - which require rare shards in order to be obtained.
- Colonists can loot shards and tech items from Umbranoids, which can be refined into Tech Crates that are then used to trade with the Maffoid vendor. Shards have to be refined together with their respective tech items.
- New daily missions are available from Borg Mork and NPCs around the camp
- New weapons and armor to be discovered from the Umbranoids, along with new armor blueprints dropping from crafting and creatures
Khan’s Khallenge
One of the triplet Khan’s (chosen at random, every event) will challenge colonists to enter their arena if they prove their worth.
To prove their worth colonists must complete the following:
- Kill 3 Keshaan
- A Keshaan spawns when players kill 50 creatures from any of the three spawners near the Umbranoid camp.
- Keshaan spawn at one of the three smaller camps in the field outside the main camp
- Spawns are called out in Chat, and a red fire will be seen in the camp where a Keshaan has spawned.
At this time, the dynamic event will start, and colonists can enter the arena.
- The Dynamic Event starts with a 10-minute wait, after which the arena closes and the boss fight starts.
- During this time, players can also trigger a harder version of the boss fight. To do this:
- Players kill another 3 Keshaan, which spawn in the same procedure as previously.
- Killing the third Keshaan will spawn an Um-Keshaan at the bunker nearest the boss arena. Killing this Um-Keshaan triggers the harder version of the fight, and increases the maturity of the boss
- If you die, you are kicked from the Arena - you only have one life
- The arena will reset if all players in the arena perish