Jump to content

Cardinal

Officials
  • Content Count

    61
  • Joined

  • Last visited

5 Followers

About Cardinal

Guild Information

  • Position
    «Cardinal System»

Recent Profile Visitors

5,530 profile views
  1. Spirit Shard Shop Trade 3 Spirit Shards for 1 of the following: [Weapon Type] of Asgard [Tiered Demonic Weapon] 1 Slot Guaranteed Unique Enhancement (must still be rolled) | 3 Normal Enhancements of Choice (can also be rolled, if desired) [Armor] of Niflheim [Tiered Demonic Armor] 1 Slot Guaranteed Unique Enhancement (must still be rolled) | 3 Normal Enhancements of Choice (can also be rolled, if desired) Shard of the Naglfar [Tiered Demonic Trinket] 1 Slot Guaranteed Unique Enhancement (must still be rolled) | 3 Normal Enhancements of Choice (can also be rolled, if desired) Asgard’s Finery Reroll a single enhancement on an existing item using only the Merchant’s Unique Enhancement Table OR Increase the Rarity of a single item once, up to Demonic, rolling the new slot at a merchant as normal. Rules This Special Dungeon will run until 11:59PM EST on October 31. You may enter at any time and may complete the dungeon at your leisure, but no one may enter after the deadline. Parties of 4-6 are allowed in this dungeon. If you fail the Dungeon midway through (losing a fight, teleporting, etc), you may attempt the Dungeon again so long as it's within the active period. However, you will not gain rewards for any previously-defeated bosses a second time. Players may undertake the dungeon multiple times, but will only receive page rewards and 25% of the base Col rewards. Players may only spend Spirit Shards on a single character. Alts who receive Spirit Shards will instead gain 1 SP per shard obtained. Regarding Gungnir's Shard: Any crafted consumable that only affects a single target may be stored within the shard. Identified consumables may not be stored within the shard. Storage consumes the item being stored into it. Gungnir's Shard or the effects of the stored item cannot be shared between players. The item will be considered infinite-use, but will possess charges within a single thread. One use within a thread consumes a charge. Charges are equal to the amount of identical items one can hold in a single battle-ready slot, scaling with Extra Pockets mod. Once charges have been depleted, Gungnir's Shard cannot be used again in that thread. The item stored within Gungnir's Shard can be changed for a fee of 200,000 Col.
  2. Fenrir HP: 1000/2000/4000 DMG: 125/200/300 ACC: 2 EVA: 1 MIT: 25/75/125 Hati and Skoll - Upon being freed from his bonds, Fenrir’s howl calls his progeny Hati and Skoll. Together, the wolves attack the party. Hati and Skoll have no health pool, but will deal an additional 125/200/300 DMG [mitigable] to Fenrir’s target each. Hati and Skoll flee once Fenrir is reduced to half health. *Attacks made by Fenrir, Hati, and Skoll are considered separate attacks; Mitigation applies to each individual attack. Ragnarok - Fenrir’s freedom from bondage heralds the end times. Upon being reduced to half health, Fenrir will devour the sun as his post action. The sun’s boundless energy restores Fenrir to full health and will improve his stats: DMG: 200/350/750 ACC: 4 EVA: 3 MIT: 40/100/150 *Hati and Skoll return during Ragnarok once Fenrir is reduced to half health a second time. Weeping Wounds - Every target that attacks Fenrir will suffer 20/50/75 Thorns damage. The Allfather - If needed, Odin will aid you in fighting foul Fenrir. He will take all Hate from Fenrir, Hati, and Skoll. ------------------------------------------------------------------------------ Odin HP: 2000/4000/10000 DMG: 150/300/500 ACC: 4 EVA: 2 MIT: 100/150/250 Rewards 7 SP 50,000 Col [If Fenrir is defeated without Odin’s assistance] Gungnir’s Shard (consumable, reusable, untradeable) - Use this item to “store” a standard [i.e. “crafted”] consumable, allowing that consumable to be used infinitely. Huginn and Muninn [Consumable] - Allows players to skip the “finding” phase of <<Feeding Your Enemy>> once during the quest. Spirit Shard - Proof you have slain a mighty foe. Combine three spirit shards to choose a reward at the end of the dungeon
  3. Upon defeating Hel, she returns to her throne. Whatever sudden violent outburst that had inspired her to attack you is now gone. She looks grateful to you, but before you can ask her how to return from where you came, a brilliant rainbow-colored light engulfs you. You feel yourself whisked away, your body traveling at breakneck speeds through the ether. Soon, you feel firm ground beneath your feet. You look up at a one-eyed man towering above you. On his shoulders are perched two ravens. He regards you with a nod. “I am Odin. You have freed my warriors from foul Niflheim. I am in your debt. I would send you home, but before I do, I have a matter that you might aid me with.” Odin brings you to a dark chamber deep under the surface of Asgard. Before you rests a hulking behemoth of a wolf. Though, perhaps “hulking” is understating it. This wolf is absolutely titanic. Even the mere wisps of breath from its snout is enough to kick up a stiff wind. It’s bound to a stone by a simple ribbon. Odin gestures towards the wolf. “This is Fenrir. He is destined to one day bring about the end of all things. Having proven your worth against malicious Hrym and duplicitous Hel, I believe you are mighty enough to slay this beast. Tell me when you are ready, warriors. If you wish, I will fight at your side.” When you signal that your preparations are made, Odin will cut the ribbon, freeing Fenrir. The beast then busts through roof of the cavern, taking the battle to the streets of Asgard.
  4. Hel HP: 750/1500/3000 DMG: 100/250/400 ACC: 3 EVA: 2 MIT: 10/30/50 Jailer of the Damned [Passive] - Hel begins the battle with three spectral soldiers - spirits that belong in Valhalla - chained up around her throne. So long as one soldier is bound, Hel will restore herself to full health upon reaching 50% or lower as a post action. Hel cannot be defeated so long as there are any bound soldiers. To Valhalla - To free the soldiers, Players must distract Hel by forcing her to heal herself or by applying a disabling effect (stun, paralysis, freeze). Then, while distracted, they must roll a collective LD of 40 in order to free a soldier. After all soldiers are freed, Hel can no longer heal herself. Rewards 3 SP 20,000 Col Duality [Consumable] - Choose from the following: +30 MIT, -3 DMG +3 DMG, - 30 MIT These are considered unique effects and thus stack with other buffs. Spirit Shard - Proof you have slain a mighty foe. Combine three spirit shards to choose a reward at the end of the dungeon
  5. Upon defeating Hrym, there’s no one to steer the Naglfar. You’re tossed about on the top deck as the ship becomes trapped in a whirlpool. As you descend lower into the maelstrom, you can make out a massive serpentine presence in the waters. You don’t have the time to consider what it might be as your vision darkens and you black out. You awake some time later in a land of fog. Still, you are harassed by the screams of spirits. This dead land you’ve awoken in feels like something out of a nightmare. But still, you press on. Eventually, you come to a large open chamber, directly opposite you is a throne. Sitting upon it is a beautiful woman, the right side of her face obfuscated by shadow. She greets you warmly, as if your presence here was a pleasant surprise. Such warmth is short-lived, however. She leans forward, revealing the right half of her face. The skin is discolored, deformed. More corpse than woman. Hate-filled eyes bore straight into your soul. It quickly becomes clear that this being has no intention of helping you. In fact, quite the opposite.
  6. Hrym HP: 1000/1500/2000 DMG: 125/200/300 ACC: 3 EVA: 0 MIT: 25/50/75 Unshakable [Passive] - Hrym cannot be affected by any disabling effects. (stun, paralysis, etc) Horn of Battle [Passive] - Every 2 turns, Hrym calls an allied Jötunn to his side. For every Jötunn that remains alive on Hrym’s turns, Hrym gains an extra attack. Summoned Jötunn do not attack, but cannot be attacked themselves. Solidarity [Passive] - Final damage to Hrym is reduced by 50% so long as one Summoned Jötunn as alive. Tortured Spirits - Players may use a post action to commune with the spirits trapped aboard the Naglfar. By using the natural LD value, players convince the corresponding number of spirits to attack summoned Jötunn. 20 Spirits attacking the Jötunn will slay it. Rewards 2 SP 10,000 Col Horn of Battle [Consumable] - Sound this horn to grant yourself and your party +2 increased energy regen for a single thread. Spirit Shard - Proof you have slain a mighty foe. Combine three spirit shards to choose a reward at the end of the dungeon
  7. You begin your encounter on the banks of the Stygian River at dusk. An eerie fog has rolled in, making it difficult to see. As you reach the banks, you see a dim light out over the waters. It floats erratically, up and down, side to side. Eventually, a silhouette of a boat appears. It rows ever closer and closer. Before the light - and the boat - leap from the waters to reveal a larger craft. It glows with an ominous purple light, the wails of damned - drowned out by the waters - now carry far and loud upon the air. It beaches itself before you. The prow of the boat then descends, forming a ramp into its dark hold. Upon entering the boat, you notice that the hull isn’t made of wood or metal. It consists of a strange, chitinous material. You make your way through the macabre hold - all the while spirits of the damned harass you. They fly past you, their spectral wails chilling to your very core. But, you push through and reach the top deck. Once there, a thunderous clap cracks through the air. You turn your head towards the noise only to see a massive giant descending the stairs from the helm. His mouth turns into a malicious sneer as he regards your presence aboard his ship. You look out over the waters to see that the shore is long gone. “Welcome, mortals! To the Naglfar!”
  8. Cardinal

    [F09] «The Gatekeeper of Fire»

    Floor 9 «The Gatekeeper of Fire» Recommended Level: 50 Repeatable for Cerberus Etching | Party Limit: 4 The Guardian of Fire Quest Credit Goes to: @Mari The Gatekeeper of Fire Quest Credit Goes to: @Gladiator Rewards: 7,500 Col 4 SP Cerberus Etching (Unique Material) - Effect: Removes one enhancement on a weapon and replaces it with "Burn". (This effect cannot override its maximum cap. Consumed on use.) Requirements: At least one [1] Page (20 or more posts) Defeat 3 «Infernal Hell Hounds». Defeat «Cerberus, Inferno's Rage». Summary: Over time, as respawning bosses have been defeated... many have been reborn. First the Wasp Queen, then Avalache, then the Sand Shark. And now, many Information Brokers have been alerting players of the Cerberus' rebirth on the ninth floor in its original location, however the new Cerberus has been said to be extremely aggressive. The rewards are reported to be unknown, however it is agreed upon that the rewards like the other rebirthed bosses should be pretty sweet. Will you accept the fight against the Cerberus one more time? Outline: Volcano's Effect: Each rotation, due to the extreme heat players will suffer 30 unmitigatable damage. This effect can be ignored if the player has the skill "Survival" active. «Infernal Hell Hounds» Statistics: HP: 350 | DMG: 125 | Flame Aura: 45 MIT/25 Thorns | ACC: 2 | EVA: 2 Abilities: << Burning Bite >> : On successful attacks, the player is inflicted with "Burn" at Tier 3 maximum cap. [36 Unmitigatable Damage for 2 turns.] << Infernal Soul >> : On a critical attacks, this monster gains additional damage. [ 9 = 25 | 10 = 50 ] «Cerberus, Inferno's Rage» Statistics: Heads 1-3: HP: 500 | DMG: 175 | Flame Aura: 75 MIT/30 Thorns | ACC: 3 | EVA: 2 Abilities: << Bringing Hell >> : "Cerberus, Inferno's Rage" gains 1 attack for each head alive. << One at a Time >> : Players can only target one Head at a time before hitting another. AoE's do not work on this boss. << Burning Bite >> : On successful attacks, the player is inflicted with "Burn" dealing 36 unmitigatable damage for 2 turns. << Infernal Punishment >> : On a critical attacks, this boss gains additional damage and will phase through 50% of the target's mitigation on all attacks this turn. [ 9 = 25 | 10 = 75 ] << Bloodless >> : This boss is immune to all status effects.
  9. Cardinal

    «Scents of the Wild»

    Floor 22 «Shocking Stallion» Recommended Level: 50 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 6,000 Col 4 SP Bialas Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Shocking Taneuma. When used, it gives +1 Taunt buff for a thread. When touched, it can give off the smell of the forests surrounding the area. The sweet smell of fresh sap coming from maple trees is strong and gives a fragrant aroma. The sound of a nearby lake can be heard, a fish can also be heard jumping to the surface and landing back down into the water with a small splash every few moments, and the distant sounds of birds can be heard as well. It can also be taken to group gathering to give an atmosphere. Requirements: Must have defeated the previous 5 bosses and received their Statues Must travel to the lake (3+ Posts) Defeat «Taneuma» At least 1 page of RP content (20+ Posts). Summary: Deep within the woods of the 22nd Floor, a stallion, a horse made of pure thunder and lightning has been spotted galloping and completely destroying trees, leaving a devastating trail of ash and destruction in its wake. The creature keeps destroying crops and trails, making it hard to eat and traverse between towns without the fear of being attacked. Players have been asked to defeat the creature to make it safe for other players and NPC's, and see that the creature wouldn't be anywhere near water Outline: [Note: «Taneuma» receives his own separate roll from the player] «Taneuma» Statistics: HP: 1,500 DMG: 275 MIT: 75 ACC: 2 EVA: 2 Abilities: Grounded: Stuns and Paralysis cannot effect «Taneuma» Lightning Strike: When a player rolls a natural attack roll of 9-10, «Taneuma» will send out an electric shock, causing paralysis to the player after their attack has landed. The paralysis cannot be negated by Parry. Conductive: If «Taneuma» rolls a natural attack roll of 9-10 and rolls a 6+ on the CD, «Taneuma» will knock the player with the highest hate into water, then cause a shock to go throughout the water, dealing 300 Unmitigatable damage.
  10. Cardinal

    «Scents of the Wild»

    Floor 20 «Pouncing Puma» Recommended Level: 45 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 5,500 Col 3 SP Mothra Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Stealthy Suterusu. When used, it gives +1 Energy recovery for a thread. When touched, it can give off the smell of the old and abandoned ruins found throughout the floor. The sweet plants that grow within the overgrown areas combine to make a pure, sweet scent that can almost be seen as romantic. A slow, steady rhythm can be heard, echoing over mountains from hidden tribes. Can also be taken to group gathering to give an atmosphere. Requirements: Must explore an abandoned temple (3+ Posts) Defeat «Suterusu» At least 1 page of RP content (20+ Posts). Summary: Rumours of some sort of leopard are floating around, saying that the creature is hiding within a large, abandoned temple on the twentieth floor. Players have been tasked with going to find it's location, go through the temple, and defeat the stealthy puma. PLayers are warned that the creature seemingly appears and disappears from the shadows, and is sure to be a menacing foe. Outline: [Note: «Suterusu» receives his own separate roll from the player] «Suterusu» Statistics: HP: 1,000 DMG: 250 MIT: 25 ACC: 1 EVA: 3 Abilities: Stealth: Every three rounds, «Suterusu» will enter stealth. An LD rating is not needed to be rolled for this, and it has a base stealth of 18. If the player is unable to find «Suterusu», «Suterusu» will leap from stealth and attack, gaining a +50 damage for the attack. Also, if a 9-10 is rolled, it gains a Partial Phase, ignoring 25% of Mitigation. Cunning Dodge: On a player's natural attack roll of 9, it is not guaranteed as a hit, and is still affected by Evasion and Accuracy. Unsteady Ground: This fight takes place in a rocky terrain with many broken stones and statues scattered, giving a -1 Accuracy to every player due to the area where they are fighting.
  11. Cardinal

    «Scents of the Wild»

    Floor 19 «The Colossal Shadow» Recommended Level: 45 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 5,000 Col 3 SP Tanos Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Colossal Titan. When used, it gives +15 Mitigation for a thread. When touched, it can give off the smell of the 19th floor's plains, the vastness that comes with them and the smell of winds carried miles from all around, and from the nearby mountains. The low winds come and go throughout a person's ears can be heard, but not felt. It can also be taken to group gathering to give an atmosphere. Requirements: At least 1 page of RP content (20+ Posts). Must find «Colossus» with an LD of 15+. Must climb to weak points to attack (2 posts each). Must defeat «Colossus». Summary: Rumor has it that another giant beast-like Tanos has come alive on the 19th floor. He his twice the size of the floor boss, and is wandering the floor quietly towards each settlement, looking for someone to challenge him. Players have to find him wandering the plains, as although he is easy to find, the land is vast and treacherous, and the landscape seems to go for miles. Once he's found, you have to climb his body to the weak points on his hands and head to defeat the vast creature. Once defeated, he turns into a large pile of stone, forming a mountain of rock, as the sound of something large being shattered can be heard from a distance. Outline: [Note: «Colossus» receives his own separate roll from the player] « Colossus » Statistics: HP: 1,000 DMG: N/A MIT: 50 ACC: 0 EVA: -2 Abilities: Weak Points: Weak points can be found on both hands, chest, and head. These can only be attacked up to three times before the weak point is gone, and you have to move onto the next one. If you miss attacking it, it will not count as using one of the three chances. [Note: To climb to a weak point, you must spend 2 Posts climbing to it, and this goes for every weak point] Oblivious: Since the boss is so large and you have to hold on and climb, players have no way to get space to «Charge» for extra damage, nor can they try to Stealth or Track the creature, as it does not care. Shake: Every three posts after the boss is found, «Colossus» will "shake" trying to get the player off of its body. Players have to grip onto the creature, rolling an LD to see how strong their grip is on the creature. The next post, «Colossus» will roll his own LD. If his LD is greater than the player, the player is thrown off, dealing 250 Unmitigatable damage to the player, and they have to restart their climb to the next Weak Point. [Note: LD items can come into effect when rolling, but no skills or mods that give an LD bonus can help]
  12. Cardinal

    «Scents of the Wild»

    Floor 16 «Fighting Fish» Recommended Level: 35 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 3,000 Col 2 SP Mōretsuna Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Mighty Mōretsuna. When used, it gives +50 base health for one thread. When touched, it can give off the smell of the ocean from the beaches surrounding the islands. The sound of waves crashing along the shore and the scent of the sea air carried from far off lands, and the warm feeling of the sun against a person's skin. Can also be taken to group gathering to give an atmosphere. Requirements: Must fish up «Mōretsuna» (Roll a CD of 9+; players with the Fishing Skill gain a +2 Bonus). Defeat «Mōretsuna». At least 1 page of RP content (20+ Posts). Summary: There are rumors of a giant fish off the coast of one of the islands. The players have been tasked to go to the area, fish for the giant creature, and defeat it. Players have been warned that the creature doesn't go without a fight, and will try to bring the creature down into the depths of the sea to drown. They have been warned and cautioned to keep steady and keep their feet firmly on the ground they stand on. Outline: [Note: «Mōretsuna» receives his own separate roll from the player] «Mōretsuna» Statistics: HP: 500 DMG: 100 MIT: 25 ACC: 2 EVA: 1 Abilities: Drown: On a CD of 10+, «Mōretsuna» will attempt to drag down the player instead of attack. The player, on their next turn, will need to make a separate LD roll (as a free action) of 10+ to resist this move. If the player fails, they will lose their current turn and be brought into the water, where they will take 50 unmitigatable damage every turn until they return to the dock or boat. Returning to dock/boat will take up another turn. Splash: On an attack roll of a natural 9-10, along with their basic attack, «Mōretsuna» will splash water onto the player, bringing them to their knees and paralyzing them their next turn. Struggle: On an attack roll of natural 1, the creature will flail and hit each player for 50 unmitigable damage, but also deal 50 unmitigatable damage to himself.
  13. Cardinal

    «Scents of the Wild»

    Floor 10 «Leeching Nightmare» Recommended Level: 25 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 2,500 Col 2 SP Yamata no Orochi Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated «The Leech Lich». When used, it gives +1 LD for a thread. When touched, it can give off the smell of the musty, re-used air, the heaviness of the floor's feeling of being trapped with no escape. It also gives off the feeling of dread, being watched from every angle, and unseen creatures waiting in the shadows. It can also be taken to group gatherings to give an atmosphere. Requirements: At least 1 page of RP content (20+ Posts). Must travel to the Stygian River (3 Posts). Must Defeat an initial pack of 4 «Stygian Warriors» before engaging the boss. Must Defeat «The Leech Lich». Summary: Out of the Stygian River, there are many creatures that come back reincarnated, a bit decayed but still easily fightable. However, there have been rumors going around that there is a new creature, eating the souls of other creatures that come across, and it grows stronger with each passing moment. Players need to travel to the Stygian River and defeat the creature before it becomes too powerful, even for the players themselves. Outline: [Note: «The Leech Lich» receives his own separate roll from the player] «The Leech Lich» Statistics: HP: 250 DMG: 50 MIT: 25 ACC: 2 EVA: 0 «Stygian Warriors»: Statistics HP: 100 DMG: 25 MIT: 5 ACC: 1 EVA: 0 Abilities: Leech: Four «Stygian Warriors» spawn with the boss when it is engaged in combat. «The Leech Lich» will consume up to two creatures per turn and will do so whenever it can. If it consumes the a creature, he restores +100 Health and gains +5 Mitigation, +50 Base Health, and +10 Damage. If it lands a hit on the player, «The Leech Lich» will heal a third of however much damage it dealt to the player. Every other turn two more «Stygian Warriors» will spawn, but there will always be a maximum of four «Stygian Warriors» at any given time. Protected: «The Leech Lich» cannot be attacked until the other creatures are defeated or devoured by «The Leech Lich». After the original 4 die, «The Leech Lich» is no longer protected. Undead: Fallen damage has no effect on «The Leech Lich», but Holy damage deals +25 Damage when the enchantment procs.
  14. Cardinal

    «Scents of the Wild»

    Floor 8 «Ferocious Foe» Recommended Level: 25 Non-Repeatable | Party Limit: 2 Credit Goes to: @Hikoru Rewards: 2,000 Col. 2 SP. Kumatetsu Statue: A small statue [Uncommon Item] that can be placed in a home, proving that you defeated the Ferocious Kumatetsu. If used within a thread, it gives +1 Base Damage for a thread. When touched, it can give off the smell of the deep forest, the moss-covered logs and the smell of the morning rain. The distant sound of the three rivers can be heard, giving a soothing and seemingly peaceful area where one can rest. It can also be taken to group gathering to give an atmosphere. Requirements: Find «Kumatetsu» with an LD roll of 15+. Defeat «Kumatetsu». At least 1 page of RP content (20+ Posts). Summary: Deep within the woods of Floor 8 lies a large creature in the form of a bear, who has secluded himself while he trains train and becomes stronger. Lately, the bear has become angered, attacking traveling players on roads and killing NPC's livestock. It is up to players to find the beast's den deep in the woods and defeat the large foe. While it seems easy, the bear is smart enough to stand on hind legs and fight like a man would, but unable to speak any words or communicate. Outline: [Note: «Kumatetsu» receives his own separate roll from the player] Statistics: HP: 300 DMG: 75 MIT: 50 ACC: 1 EVA: 2 Abilities: Dodge and Parry: On a player's natural attack roll of 10, the attack will miss «Kumatetsu». Instead «Kumatetsu» will gain a +2 Accuracy and +15 Damage for his next attack. Beast Form: When «Kumatetsu» is reduced to 150 (or lower) health, he will transform and turn into a bulked-up creature, increasing his damage to 100, but losing his Accuracy and half of his mitigation Ferocious Roar: When «Kumatetsu» rolls a CD of 10+, he lets out a mighty roar instead of his attack, paralyzing the party.
  15. Cardinal

    «Scents of the Wild»

    Statue Rules and Usage: The Statues' stat effects cannot be used until a player has PERSONALLY gathered all 6 trophies. You cannot gather three and another player get three and put them together. Statues are non-tradeable, they are bound to your own player. You can only have one statue effect activated at a time in a thread (I.E. You can't have +1 Damage and +50 Overhealth, you can only have one or the other in a thread). This statue's effect cannot be swapped for another mid-thread. Statues cosmetic effects can be used anywhere, but only one can be used in a certain area at a time
×