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Cardinal

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  1. Cardinal

    [F24] <<Incognito Antics>>

    Floor 24 <<Incognito Antics>> Recommended Level: 25 Non-Repeatable | Party Limit: 1 Credit Goes to @Hikoru Rewards: If Successful 1 SP 2,000 Col If Failed 2 SP 3,000 Col [Note: There is a second Quest related to this one. The continuation will give more SP than the Failed route] Requirements: At least 1 page (20 posts) Either Succeed or Fail in gathering enough Information to bring to the Chief Summary: The Chief has a feeling that one of his officials, Uso-Tsuki, is planning on betraying him somehow. He has only heard about rumors, but he wants to figure it out for sure. He has entrusted you to take a look into the situation, and has promised a decent sum of money if you are able to do it. Outline: There are Two Ways to gather information: Using Stealth You must make 3 Successful Stealth checks against Uso-Tsuki. Uso-Tsuki has a +3 to Searching Checks. If you fail a total of 3 Times, Uso-Tsuki discovers you and runs off, and you fail your mission. However, if you Succeed in a total of 3 Times, you gather enough information to take to the chief that he is planning on betraying him. Using Disguise Using the Ability that you gained from the Gemini, you are able to disguise yourself as the close friend of Uso-Tsuki, Tāgetto. You have to knock out Tāgetto and steal his armor. If you are successful, you put on the armor and use your ability to trick Uso-Tsuki into thinking you are them, and they tell you their plan to overthrow the Chief. [Note, you can only choose this route if you have acquired the <<Disguise>> Skill instead of <<Concentration>>] [Note: Tāgetto receives his own separate roll from the player] <<Tāgetto>> is a respawning field boss with the following statistics. HP: 400 DMG: 75 MIT: 25 ACC: 2 EVA: 0 Abilities: Keen Eye: Tāgetto is wary of those around him. Surprise Attack has no effect on him Parry: On a roll of CD 10+, Tāgetto will block your attack, reversing your attack on you and dealing half of your damage back instead of his normal damage, along with getting to attack you
  2. Cardinal

    [F24] <<Raging Rhino>>

    Floor 24 <<Raging Rhino>> Recommended Level: 40 Repeatable | Party Limit: 4 Credit Goes to @Hikoru and @Neopolitan Rewards: 5,000 Col 2 SP Rhino's Horn [Consumable]: (Applied to a Weapon. When attacking, on the First Crit, the attack ignores 40% Mitigation of the target it's attacking. If it is an AoE it only applies to the first target hit, not all 4. If this item is stacked with a Phase Weapon, the 40% Phase ONLY affects Block instead of overall Mitigation.) [This Item drops Once Per thread] Requirements: Defeat Piasuhōn At least 1 page (20 posts) Summary: On Floor 24, respect is earned through Combat in the Collesium. People gather from all around to see people compete and fight against creatures big and small. Here, the people like bloodshed and the violence and gore that the collesium brings with it. The Chief of the people here wants to see if you can truly hold your own against one of the scariest creatures they have, Piasuhōn. Piasuhōn, or Piercing Horn, is one of the mightiest, and craziest, beasts they have available in the Collesium. If you win, you earn fame and glory amongst the people and a large sum of money. But if you lose, The beast will devour you whole, and the people will forget your name as if it was nothing but a spec of dust under their boot. The choice is yours to make. Outline: [Note: receives his own separate roll from the player] <<Piasuhōn>> is a respawning field boss with the following statistics. HP: 1,100 DMG: 300 MIT: 50 ACC: 2 EVA: 2 Abilities: Piercing Horn: When Piasuhōn crits, Piasuhōn's attack goes through armor easily, dealing 50% Phase, including block. Trained Eye: Piasuhōn is able to land critical hits more easily. His Crit scale is 8-10 instead of 9-10 Pure Rage: When Piasuhōn's health reached 550, he is overcome by a fit of rage, aiming to kill. He gains +100 Damage to his base attack but loses 1 Accuracy in his blind rage
  3. Cardinal

    Floor Descriptions

    Floor 24: Floor 24 is made up entirely of water, with the only way of transportation between each of the floating islands are small, narrow bridges. Most of the Islands have man-made and created with the intent of farming and agriculture, while others have been made for fighting and training it's guards. Many of the Islands are held up by small but strong pinpoint bars that sink deep into the water. The water itself is seemingly depthless, never seeming to end in the depths of it, and countless with and monsters beneath the surface that could appear at any moment. The bridges are made up of steel and wood, small bits of wear and tear on the wood can be seen, but are kept strong enough for players to walk on safely without any worries of it breaking beneath them The Main Settlement of the 24th floor is Paraneze, a completely man-made island made much larger than any of the other islands. On the top of the island, there are many small buildings, withered down by the sea-salt in the air around them, but still gleaming a brilliant white against the sandy shores. All of the buildings have a red roof, making it easy to see them and to know where the main settlement is located compared to the rest of the floor. In the center of the town is a giant Colosseum that takes up a large portion of the island. It is usually used for the warriors of the floor to train and fight in combat against many creatures that can be caught throughout the floor. The inhabitants of the 24th floor are very noble people, who work hard to provide for their families and fight for fun on days where the leader of their people opens up the Colosseum for them to use and fight in. They usually all stand at about six feet tall, then woman possibly a little shorter than that, and they are all well-built warriors and farmers. The ruler of this land is an old and wise man who helped to build the first island, and he helps to rule the people with a kind heart, but with an iron fist. The monsters of this floor range from large sea creatures to creatures that can fly. The biggest of these being a Griffon, a very rare sight to see but still alive. The more common creatures are Flying Fish, Sea Serpents, and Large Crabs that coat the beaches Seasons: Summer Temperature: 23-33°C Weather: Usually Sunny or Partly Cloudy <<The Colosseum>> A very large structure found in the center of Paraneze, The Colosseum is a place built for any sort of combat the people wish to fight with. The structure is a Glistening white, with a red roof such as the rest of the buildings in Paraneze. It's withered down, and the steps have started to crack due to the many steps that have been taken on it, but the building still stands as a monument to those who worked to survive in this oceanic floor. It's kept clean and pristine, a group of people dedicated to keeping the Colosseum a place of high standard. <<Raitoburū Bay>> A beach off the main town of Paraneze, this is usually a hot spot for parties and dates for people of all ages. The calming waves lap over the soft sand found here, cascaded from the waves overlapping the shore for a long time. The name of the beach translates to "Light Blue Bay," Which it's named after the light blue waters found here that are famously refreshing for the people of this floor. There are a few beach blankets and umbrellas set up around the bay for people to use as they wish to sunbathe and relax. Finding the Labyrinth: Finding the Labyrinth on Floor 24 requires a scouting party to reach a total of 100 LD in a scouting thread"
  4. <<Bosses, Skills & Enhancements Update>> SAO-RPG Patch 2.6 Teleport Crystals (Clarification): Teleport Crystals take a post action to use, at which point they immediately teleport the player [out of combat] to the specified area/settlement, in the same turn. The previous ruling, in which the player did not teleport away until the start of their next turn is incorrect. Our apologies for any confusion regarding this mechanic! General Rule Changes: Labyrinth Scouting rules have been revamped. Searching for the labyrinth is now a group effort, and no longer relies on a singular roll. Scouting parties will now total their LD in a pool that persists throughout the scouting thread until a total is reached. Searching can be rolled starting on the 20th post, on a cooldown of 5 personal posts (3 with the Reveal mod). Scouting parties are limited to a max of 4 players in a thread, which must declare those participating. Using a Blank Dungeon Map increases this limit to 6. "Field Boss" has largely been changed to "Labyrinth Guardian". Labyrinth Guardians are fought in a separate thread, facilitated by staff. If multiple parties succeed in finding the Labyrinth, other players are permitted to join the battle. Scouting bonuses have been adjusted to +2 SP for the player who contributed the highest LD total in a Scouting thread and +1 SP for the player who contributed the second highest LD total. Guardians will award bonus rewards for all those who participate. Players who participated in the previous floor boss receive a head-start of 48 hours for creating threads on the new floor. Boss Raid Rotations have changed: A rotation will consist of a single boss post followed by each player taking their own actions. Party rules still apply for certain actions, and the boss will typically take action against each party during its turns. Boss raid rotation time limits have been increased from 48 hours to 72 hours. Post Actions (In Combat): Trading a single item to a player while in combat is now a free action. Trading more than one item still requires a full post action, but doing so allows for multiple items to be handed off to multiple people in a single turn. Sword Art Changes: Katana: [Rank 1]: Ukifune has been increased to a [2x Stun] (5 Energy), from a [1x Stun] (4 Energy). [Rank 5]: San Gae has been increased to a [15x] (15 Energy), from a [14x] (14 Energy). [Rank 5]: Iai has been increased to a [x11 Stun] (14 Energy), from a [x9 Stun] (12 Energy). [Rank 5]: Amatsu no Homura has been decreased to a [x8 AoE] (8+ Energy), from a [x9 AoE] (9+ Energy). Skill Changes: Hiding Now has additional effects at Rank 3/4/5 when attacking from stealth: Increases base DMG by +1 Rank 3 Increases the duration of DoT effects by 1 turn at Rank 4 Increases base DMG by +1 at Rank 5 Searching Mod: Reveal Adjusted the affect on searching for a Labyrinth. Now reduces the personal post cooldown between searches from 5 to 3, instead of reducing the interval of total posts in the thread. First Aid Mod: Purify Removed the healing done by Purify. Increased the removal of status conditions from 1 to "All". First Aid Mod: Field Medic Cooldown reduced to 2 Turns, from 3 Turns. Energy cost adjusted to 12 EN + 3 EN per player healed (excluding the user), instead of 20% of the user's total EN. First Aid Mod: Barrier Reworked into a 3-rank mod available at the 3rd Rank of First Aid. SP cost adjusted to 2/3/5 instead of 10. Energy Cost adjusted to (6/8/10 EN) + 2 EN per player affected (excluding the user), instead of 12 EN. Cooldown increased to 2 Turns, from 1 Turn. Effect now reduces final damage from all sources done to the party by 5% per rank for one turn. Howl Reduced hate generation to 2, from 3. Reduced energy cost to 8, from 10. Howl Mod: Focused Howl Reduced hate generation to 4, from 5. Reduced energy cost to 6, from 8. Meditation Increased energy recovery to (5*Tier) or (3*Tier) when interrupted, from (3*Tier) or (2*Tier) when interrupted. Reduced cooldown to 3 Turns, from 5 Turns. Disguise* Effect has been changed. Now grants +1 EVA for one turn as a free action. Cooldown reduced to 3 Turns, from 5 Turns. Concentration* Removed target restrictions. Effect must now be declared during the roll. Cooldown reduced to 3 Turns, from 5 Turns. Weapon Mod: Quick Change Has been changed to a skill, from a Weapon Mod. Effect has been changed. Now allows the user to instantly equip, unequip or swap an item in their battle ready inventory. Clarification: Quick Change can be used to swap a two-handed weapon for a one-handed weapon and a shield in a single use. New Skill: Extended Mod Limit 3 Ranks Cost: [Unskilled] -> Rank 1 - Novice = 2 SP [Novice] -> Rank 2 - Expert = 3 SP [Expert] -> Rank 3 - Grandmaster = 5 SP It takes a total of 10 SP to Grandmaster this mod. Passive Effect: Increases the number of active mods available by 1 per rank. *Players that currently have Disguise or Concentration as of this patch [12/12/2018] are allowed to change from one to the other, one time only by submitting a request in their own Evaluation thread, to be approved by a PST. Loot Changes: In addition to loot-parameter monsters dropping (HP * 3) col when killed, they also cumulative bonus col/materials depending on the natural LD and CD of the Loot Roll result: LD even = (HP*2) additional bonus col LD odd = (2) bonus materials CD even = (HP*2) additional bonus col CD odd = (2) bonus materials The Item Drop Table has been reworked: <<Item Drop Table>> All item drops are Tiered according to the floor they are obtained on. All loot-standard monsters drop (HP * 3) Col in addition to the following items based on the roll: LD 1 → 5 CD 1>5 1 Uncommon Consumable CD 6>12 (HP*2) additional bonus col LD 6 → 10 CD 1>4 2 Rare Consumables CD 5>12 Rare Trinket (HP*2) additional bonus col LD 11 → 15 CD 1>4 Perfect Consumable CD 5>8 Perfect Armor/Shield (HP*3) additional bonus col CD 9>12 Perfect Weapon LD 16 → 18 CD 1>4 Rare Weapon Rare Consumable CD 5>8 Perfect Trinket Rare Consumable CD 9>12 (HP*4) additional bonus col LD 19 → 20 CD 1>4 Rare Trinket Perfect Consumable CD 5>8 Perfect Armor/Shield (HP*4) additional bonus col CD 9>12 Perfect Weapon Rare Consumable LD 21 → 22 CD 1>4 Perfect Armor/Shield (HP*5) additional bonus col CD 5>8 Perfect Trinket Rare Weapon CD 9>12 Perfect Weapon Rare Armor/Shield LD 23 → 24 CD 1>4 Perfect Trinket 2 Rare Consumables CD 5>8 Perfect Armor/Shield (HP*6) additional bonus col CD 9>12 Perfect Weapon 2 Perfect Consumables LD 25+ CD 1>4 2 Perfect Armor/Shields 3 Rare Consumables CD 5>8 2 Perfect Trinkets Perfect Armor/Shield CD 9>12 2 Perfect Weapons (HP*7) additional bonus col The sub-types of monster item drops do not need to be declared until they are identified by a Merchant. The main item type (Weapon/Shield/Heavy Armor/Light Armor) must be declared in the thread summary. Enhancement Changes: Enhancement changes in this patch do not require existing items to be re-evaluated. Safeguard: Removed Taunt: Also applicable to Heavy Armor Added to the Tailor enhancement list Keen: Added to the Tailor enhancement list Paralytic Immunity: Also applicable to Trinkets Never Freeze: Renamed to Antifreeze Flame Thorns: Also made applicable to Heavy Armor Flame Aura: Also made applicable to Light Armor New Enhancement: Frost Thorns Cost: 1 Slot Cap: 2 Slots Effect: Successful attacks against you deal (7 per slot * Tier) unmitigated damage to the attacking enemy. Successful critical attacks against you deal an additional (2 per slot * Tier) unmitigated Frost damage each enemy turn for 2 turns. Applicable to: Heavy Armor, Shields New Enhancement: Frost Aura Cost: 1 Slot Cap: 2 Slots Effect: Prevent (6 per slot * Tier) damage per slot from successful attacks against you. Successful non-critical attacks against you deal (5 per slot * Tier) unmitigated Frost damage to the attacking enemy. Applicable to: Light Armor, Heavy Armor, Shields New Enhancement: Fireproof Cost: 1 Slot Cap: 1 Slot Effect: Grants immunity to Burn effects. Applicable to: Heavy Armor, Light Armor, Shields, Trinkets, Jewelry Profession Changes: Tailors: Can now craft Keen & Taunt on Weapons (handwraps) Cooks: Reduced the crafting cost of Feasts by 1 item. Feasts now require 2 identical items (quality/tier/type/enhancement) along with 2 materials of the same Tier to create. Merchants: Adjusted the Regular Enhancement Loot Die Result Chart: *When identifying consumables, apply the enhancement up to the enhancement's cap (refer to the Enhancement List). If the consumable identified is a higher rarity than the enhancement cap, it stops at the cap and the item's quality is adjusted (ex. a Perfect Consumable identified to have 2 ACC becomes a Rare Consumable). Merchants: Adjusted the Unique Enhancement Loot Die Result Chart: *When Identifying a consumable and a Unique ID combination is rolled, still refer to the Regular Enhancement LD Result Chart. In addition, the Merchant can declare the item as a Crystal, or Feast: Crystal: Does not take a post action to use. Follows normal Crystal-use rules. Feast: Can be used to feed a party of up to 6 players. Follows normal Feast-use rules.
  5. Cardinal

    [Announcements] Minor Housing update

    Selling Rooms! We have had downgrading plot for a while now, but now we have added selling rooms! The issue came up that a player could downgrade their plots, but the rooms wouldn't be refunded at all. It has now been decided that you can sell rooms for 75% of their original cost. This means that each non-upgraded room can be sold for 7,500 col since it cost its normally 10,000. A Upgraded room would return 26,250 col as that is 75% of 35,000. Selling Entire House When selling an entire house, you must also downgrade the plot to zero when doing this. Take the total cost of the house and subtract from it the cost of your current plot size of land. You can find those totals on the buying side of the housing reference. Take 75% of all of your room cost(What is left after you take out plot cost) and that is how much you receive back from selling the rooms. Finally, look to the downgrading plot and find exactly how much you receive from downgrading your plotsize to zero. Add that amount to the room total and you have how much you receive back. This update won't apply to those who are just trying to have a house, just those who are trying to sell/downgrade their houses. This update has been added to the bottom of the housing reference.
  6. Cardinal

    [F23] Escaping the Underdark

    Floor 23 <<Escaping the Underdark>> This quest is Part 2 of <<Breaking the Chains>> Recommended Level: 35+ Non-Repeatable | 4 players max Can only take this quest if Fonsa was alive at the end of <<Search and Rescue>> Rewards: 2 SP 8,000 col each March of the Rebellion - Debuff Song. Hypnosis: When played, reduces a single enemy’s Accuracy by 2 Effect lasts for one battle. Requirements: Must role play receiving the message from Tythen and speaking with the couple at their house. After choosing a plan, must role play the trip to the Vale of Ruin Fight the required number of enemies per plan. Summary: A few days after returning Fonsa safely to her husband, Tyhten, in the Underdark, you receive a message from the Dark Elf couple to come and meet them immediately in their home. Upon arriving, he tells you that he was wrong to not believe Fonsa about the state of the surface and the outcome of the war. They also express that they believe there is something else at work here, and they no longer wish to be a part of it. They speak word of a rumored city known as the Vale of Ruin that lies far out of the Dark Elves' hold, where they would be safe and welcomed. The dark elf couple tell you that they have come up with two plans to get them out of the Underdark and to the Vale of Ruin. The first plan is the use a covered wagon and horses, leaving through the main road out of the city, and traveling upon the Surface - A faster route, but would catch more attention. The second plan, is to move through the tunnels of the Underdark to a secret exit that lets them out just out of the Dark Elves' hold - Would draw less attention, but would take more time. Outline: Traveling on the Surface Traveling through the Underdark <<Monsters>> Players get a choice of what monsters they fight on the Surface/Underdark, as long as they follow these stats: HP: 250 DMG: 80 MIT: 15 <<Dark Elf Hunters>> HP: 575 DMG: 150 MIT: 30 EVA: 1 ACC: 2 <<Blow Dart>> On a BD of 9-10, The Dark Elf Hunter throws a dart at the player with the most hate, dealing 175 DMG and Paralyzing them.
  7. Cardinal

    [F23] Search and Rescue

    <<Search and Rescue>> This quest is Part 1 of <<Breaking the Chains>> Floor 23 Recommended Level: 30 Non-Repeatable | Party Limit: 4 Credit: @Jomei Rewards: If Fonsa Dies 2 SP 750 col per player Quest Line is locked, participating players cannot continue to Second part If Fonsa is brought back alive 1 SP 600 col per player Participating players may continue to << Escaping the Underdark>> Requirements: At least 1 page of RP content (20+ Posts) Must role play taking the quest from Tythen in the Underdark. Players must roll the LD to find Fonsa, and pair with the CD to find the result (See table below) If the roll requires it, players must fight off 2 Beastmen x players in party before being able to return to the Underdark. If Fonsa is killed/has died, bring back her wedding ring as proof that she is no longer alive. Summary: The majority of the Dark Elves in Kalanaes could care less about your visit to the town, many of them flashing you dirty looks and scowles, simply hoping that would will not talk to them. One man, however shines you a different look, one of desperation and sorrow. Unlike the others who pass by without a word, he directly approaches you and asks for your help. He claims that his wife had gone off to war against the Forest Elves on the surface, and her failure to return only hinted that she would no longer be living. The man clings on to a small string of hope, however, and asks if you could travel to the surface and search through the Queen’s Tower to find out if she still lives, or if she perished during the fighting. Note: Tythen, nor any of the other Dark Elves, do not know of the destruction of the Queen’s Fortress and the land around it on the floor above. They speak as though the Tower still stands tall, and that the land is not scorched from battle. Upon returning, none will believe you if you tell them of the damage done. Outline: After taking the quest from Tythen, you must travel to the surface to look for his wife, Fonsa, in the wreckage of the Queen’s Tower. Players must take four (4) posts combined exploring the wreckage, before they could start rolling to find Fonsa. Players take turns rolling the LD, and will find Fonsa on a natural roll of 13+ Depending on the Natural CD paired with the LD that finds her, the quest will produce different outcomes: CD Roll Result CD 1 Fonsa is found dead, defend yourself from Crazed Beastmen. CD 2-3 Fonsa is found dead, no Crazed Beastmen to be seen. For now. CD 4-7 Fonsa is found barely alive, fight off Crazed Beastmen and keep Fonsa alive. (3 Hits) CD 8-11 Fonsa is found alive, fight off Crazed Beastmen and keep Fonsa alive. (4 Hits) CD 12 Fonsa is found barely alive, no Crazed Beastmen to be fought. <<Fonsa>> (Ally) EVA: 1 Fonsa’s armor and weapon are damaged beyond use, making her unable to fight or defend herself aside from trying to dodge the Beastmen’s attacks. (Does not require a roll) Note: Fonsa can only take so many hits depending on the CD roll. On a roll of 4-7, Fonsa can only be hit 3 times before dying. On an 8-11, she can take 4 hits. <<Crazed Beastman>> HP: 300 DMG:85 MIT: 20 <<Bloodthirst>> The Crazed Beastmen are returning to finish what they started. Fonsa will always have 1 Hate automatically generated for each Beastman. <<Crazed Swing>> On a MD roll of 9-10 the Crazed Beastman will swing wildly, hitting every party member, including Fonsa. (players take numerical damage, Fonsa takes 1 hit) This attacks Deal 100 damage to players.
  8. Cardinal

    [F23] Ugzeke The Mighty

    Floor 23 <<Ugzeke The Mighty>> Recommended Level: 35 Repeatable | Party Limit: 4 Credit Goes to: @Hikoru Rewards: 2.500 Col 1 SP Troll's Blood: A unique consumable that, when applied to a weapon, adds +2 DMG for the thread Requirements: Defeat Ugzeke At least 1 page (20 posts) Players receive -1 to all BD rolls due to lack of light in the Underdark (Unless Night Vision is activated or a Glow Stone is used) Summary: A powerful enemy lurks in the shadows of the Underdark, causing the ever so stoic dark elves to shiver at the thought of it. Its groans could be heard echoing through the caverns surrounding the town, each step causing the ground to rumble the closer it gets. Despite the dark elves not trusting humans such as yourselves, they beckon you to go and find the beast and rid it before it finds a way into their town. At least, if you fail, they won't have to see you around anymore. Outline: [Note: Ugzeke receives his own separate roll from the player] <<Ugzeke>> is a respawning field boss with the following statistics. HP: 1,500DMG: 200MIT: 35ACC: 2EVA: 0 Abilities: Ugzeke Smash!: On a CD roll of 10+, Ugzeke uses his large wooden club and smashes it on top of the player with the most hate, dealing 175 Damage and Stunning the player. Ugzeke Mad!: When Ugzeke loses half of his health, his body overheats, his skin taking on more of a red color. His damage raises to 250, but loses 2 Accuracy Ugzeke Confused?: If Ugzeke rolls a CD of 3 or below, he has no action, despite his roll as he has difficulty seeing his enemies, and thinks that they are just stone
  9. Cardinal

    Floor Descriptions

    <<Floor 23>> The wars between the Dark Elves and the Forest Elves raged on for centuries with no clear winner in sight. Many lives were lost on each side, yet both factions continued to fight for control of the Kriit Woodland. Once the Forest Elves had gained a foothold of the forests, they did not stop to wipe out the Dark Elves from the surface and force them back into the Underdark where their Drow ancestors once lived. Queen Lun’Rael, the watchful ruler of the Dark Elves, who watched over the wars from her high tower, felt that the fighting had gone on long enough. With a sacrificial act, Lun’Rael used a dark magic passed down by generations in her family, wiping the entire battlefield of life, including her own. The remaining Dark Elves who fled to the Underdark were unaware of their Queen’s sacrifice she had made for her people, and it would remain as such. The Council of The Queen, who had sought to overthrow her for years, took over rule of the Dark Elves behind the guise of a still living Queen Lun’Rael. The group spread lies of the dangers of the Surface World, and banned their people from returning to the surface, and return to living as the Drow once had. Information on the war’s true conclusion is kept locked down, not known by anyone besides The Council. For role play purposes, if a player tries to tell the Dark Elves of the Underdark about what the Surface looks like, they will not believe you « The Underdark » A network of cavernous ruins is the place that many of the Dark Elves call home. The Underdark spans nearly the entire length of the Floor, without a hint of sunlight able to penetrate the tall cave ceilings. The ruins themselves appear foreign--faded scripture and other relics left behind by another ancient race are scattered throughout what is now the Dark Elves' domain. The Elf NPCs are distrustful and wary of unfamiliar faces. Those not of pure Dark Elven blood are outsiders, and are treated as such by most. Seasons: None Temperature: Varies Between 5°C and 20°C (41°F and 68°C) Weather: Damp Players receive a -1 to all BD rolls while in the Underdark due to lack of light. (Unless <<Night Vision>> is active) « The Surface »: Above the Underdark lies a vast land consisting mainly of forests and ruins that show the scars of war and whatever terrifying power that ended it. The first area that players will find themselves in upon leaving the Dark Elf city is the remains of the Queen’s Tower and fortress. Not much remains of the stone structure, aside from what is left of the Queen’s Tower, the same goes for Kriit Woodland. Most of the trees and other plant life had been wiped out. Traveling about an hour’s journey in either direction from the entrance to the Underdark will show that life still does exist on the floor, with vast forests and mountain ranges. Seasons: Spring, Autumn Temperature: Varies Between 12°C and 26°C (54°C and 79°C) Weather: Typically sunny or partly cloudy, occasional rain. Low wind. Low humidity Players receive a -1 to all LD rolls while on the Surface due to the barrenness of the land. Main Settlement: « Kalanaes » The capital city of the Dark Elves that resides within the Underdark where players first spawn. Simple buildings composed of clay, stone, and even tents make up homes and merchant stalls. Massive pillars runs through the open areas, with dim lamp-like devices providing just enough light for the denizens that are accustomed to such dark environments. The Dark Elves who live in Kalanaes show you no kindness, and are very distrusting of those that are not of Dark Elf descent. Points of Interest: «Kriit Wasteland»: What was once filled with rich soul and flora is now nothing but a ravaged wasteland. Was of the main source of conflict between the Dark Elves and the Forest Elves of the East. In the center is the Queen’s Fortress and tower, which is left in shambles, though the opening towards the Underdark still remains. For miles from this epicenter, is dead forest, wiped out by what almost seems like a powerful fire, or some other dark power. « Ydalin Forest » A massive, sprawling forest nearly untouched by unnatural forces. The land once was abundant with Forest Elves, but they seem to have abandoned what little they held of the forest when the wars for Kriit Woodland had begun. Plants and wildlife are abundant throughout the forest, making it an ideal hunting ground for the few Forest Elves who still live in the area, occupying tents and other nomadic shelter. « Elven Glade » In the midst of Ydalin Forest lies a sacred place where nature thrives. Tall trees surround the glade while warm sunlight pierces through their branches. The area functions as a safe zone for players. Legends say that couples who travel to the glade at just the right time may receive a blessing from Mother Nature herself. « The Vale of Ruin » You may hear the name of this area muttered under the breaths of elves in the Underdark. On the Surface, far past what remains of Kirrit Woodland and outside of the Dark Elve’s hold lies a tiny run-down city fashioned out of the remains of what might have been a bustling town many centuries ago. Those who are forced to live harsh lives are the ones who have been exiled or otherwise shunned from the Underdark. Elves with 'impure' blood are the most prominent, but the town is open to welcome any kind of outcast, from humans to beastmen. NPCs: Dark Elves | Half-Elves | Humans | Beastmen Unique Monsters: Crazed Beastmen, Forest Elf Hunters, Dark Elf Extremists Quests: <<Search and Rescue>> <<Escaping the Underdark>> <<Uzegke the Mighty>>
  10. Cardinal

    [F11] [Event Thread] Masquerade Ball

    Thank you to all who participated Couples Contest Results: 1st Place: Jomei and Telrenya 2x Masks of the Lovers (Unique Item, Cannot be traded. Grants +1 LD, +(30*Tier) Overhealth. Does not take up an equipment slot. Masks of the Lovers' enhancements are only active when both players are in a thread together and both are equipped.) 15,000 Col to be shared 4 extra Red Velvet Cakes to be shared 2nd Place: Kimi and Hestia 10,000 Col to be shared 2 extra Red Velvet Cakes to be shared 3rd Place: Beat and Shield 5,000 Col to be shared 1 extra Red Velvet Cake to be given to one player Every player receives 1 Red Velvet Cake for participating Unique Consumable: +1 LD, +1 Prosperity for the thread Hestia 10 SP Kimi 9 SP Telrenya 2 SP Macradon 8 SP Froppy 3 SP Jomei 3 SP Spencer 2 SP Kairi 8 SP Ruby 1 SP Itzal 3 SP Eatos 2 SP Pinball 1 SP Simba 0 SP Krysta 5 SP Jevi 1 SP Hidden 0 SP Vigilon 5 SP Dazia 3 SP Minako 1 SP Hei 2 SP Fae 1 SP Saphira 1 SP Lee 2 SP Kaiser 0 SP Piera 2 SP Shield 6 SP Benjamin Bookworm 3 SP H3LLO 1 SP Steel 2 SP The Black-White Human 5 SP Beat 4 SP Paglikha 1 SP Illure 9 SP Calypso 2 SP Zandra 2 SP Avilon 2 SP Sey 0 SP Reinka 3 SP Hikoru 2 SP Sorra 1 SP Jiro 0 SP Spangie 0 SP Domarus 0 SP
  11. The <<Nature's Treasure>> quest has been temporarily removed for re-balancing. Any existing quest threads can be continued, but at this time no new threads should be created until the quest has been re-released.

  12. Cardinal

    [F01] «Earning a Living»

    Floor 1 <<Earning a Living: Merchant>> Recommended Level: Any | Party Limit: 4 Repeatable Only to Change Professions Billy (Master Merchant NPC) "Hey you wanna learn how to cheat the sy- I mean make good sales? Follow me." You almost don't notice him, the child that is standing in front of you. He is around the age of 12 or 13, but almost seems more mature for his age than other young kids that you have met. He beckons you forward, and considering it's a kid, nothing really seems that suspicious about him. He enters a small room next to a bigger inn, looks very small to be a shop, but a shop still exists some how. He has you follow him into the back, where he has items littered all around, the combined stats on all of them are astronomical. "If you really want to learn how to be a Merchant, you have to be crafty and smart for this. You best know what you are doing. I'll show you how to identify an it- No! I'm all out." The kid pouts for a bit, then stops and turns to you."Go get me some more, around 3, so I can show you how to do this." The kid pouts again and crosses his arms. Rewards: 1 Additional SP (First Completion Only) <<Merchant>> Profession Successfully Identified Item (Choose 1 from the three that are identified) Standard <<Merchant>> Shop (Able to have a Merchant thread in the Merchants & Shops section) (1,000) Col Objectives: Gather (3) items and bring them to Billy's Shop. Go into the wild and find 3 Unidentified items. Use a combination of LD/CD on three separate rolls to determine what you find: Loot Dice (1-10) = Uncommon Item Loot Dice (11-17) = Rare Item Loot Dice (18-20) = Perfect Item Crafting Dice (1-3) = Weapon Crafting Dice (4-6) = Armor Crafting Dice (7-9) = Shield Crafting Dice (10-12) = Consumable Craft an item in Billy's Shop. Make a standard Loot Roll (Dice Roller Tutorial). Specify the item type in the Roll Purpose (must be a Tier 1 item). Use the Loot Die Chart for a Rank 1 Merchant Weapons [1-2] = Taunt [3-6] = Accuracy [7-10] = Paralyze [11-14] = Bleed [15-20] = Damage Heavy Armor [1-4] = Regen [5-8] = Heavy Momentum [9-13] = Thorns [14-20] = Mitigation Light Armor [1-3] = Regen [4-6] = Recovery [7-10] = Light Momentum [11-15] = Evasion [16-20] = Mitigation Shields [1-2] = Recovery [3-5] = Taunt [6-8] = Regen [9-11] = Paralyze [12-15] = Thorns [16-20] = Mitigation Consumables [1-3] Vitality [4-6] Protein [7-9] HP Recovery [10-12] Mitigation [13-15] Damage [16-18] Over-health (Crystal) [19-20] Mass HP Recovery (Crystal) Submit the successfully identified item for Evaluation. NOTE: You keep the item you identify as a reward for completing the quest. Requirements: At least one [1] Page (20 or more posts) Players must RP searching for items and identifying their items. If a party of players undertakes this quest together (as in, each player wishes to become a merchant), each must succeed on their own objectives (e.g. each must find and identify 3 items). Accompanying players who are not undertaking the quest do not have to gather their own items and are ineligible for quest rewards.
  13. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Merchant>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Merchant | Non-Repeatable Rewards: 1 Additional SP (+1) CD Tool, Hermes' Scale Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Hermes outside of Mt. Olympia and accept his challenge. Describe the details of the challenge, face-off with Hermes and roleplay out how you best the Emissary of the Gods. Summary: Disclaimer: The God(s) in this quest are NPCs for RP flavor only and cannot engage in combat nor affect the world in any way other than what’s described. Merchants who have reached rank 2 in their profession receive a notification stating that a rare quest is available to them on floor seventeen. Upon arriving to the floor, a satyr's sudden appearance will easily startle nearby NPCs, and he promptly inform you that you have been invited to the gates of Mt. Olympia. It seems that Hermes himself would like to challenge you to a Battle of Crafts. Players must RP meeting with Hermes, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to merchants. They must RP the challenge out appropriately, encouraged to make the crafting battle very difficult, though not impossible. Requirements: At least one [1] Page (20 or more posts) All crafting done in this quest is RP only--no rolls required, and items cannot be given stats or submitted for evaluation.
  14. Cardinal

    [F22] «What We Fight For»

    Floor 22 <<What We Fight For>> Recommended Level: Any Non-Repeatable unless taken as a secondary party member. Secondary party members to not receive quest rewards Party Limit: 2 Credit: @Hestia Rewards: A framed picture containing the player(s) most missed memory from the real world. Requirements: At least 1 page of RP content (20+ Posts) Must roll LD: 17+ to find the memory Chamber Summary: Within the Forest of Memories, there have been hazy anomalies all throughout the forest that provide a feeling of familiarity. If the player would travel deeper into the forest, they will discover a set of stairs that lead down into the ground. The stairs eventually level out into a simple stone chamber, the doors creaking as they close behind them. The walls of the chamber soon reveal to be lined with reflective mirrors that show the player what they miss most from the real world. If the person has a strong connection with this desire, a scene pertaining to that memory will show itself upon the mirror they look into. After that the player will then receive a picture of the thing they miss most about the real world.
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