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Everything posted by Cardinal

  1. Cardinal

    [F09] «Burning Phoenix Feathers»

    Floor 9 <<Burning Phoenix Feathers>> Recommended Level: 15 Repeatable only for the drop "Name Tag" | Party Limit: 4 Credit Goes to: @Hikoru Rewards: 1025 Col 1 SP Nametag [Special Consumable] - On use of a Weapon or Piece of Armor, it can change the name or description of the item. Requirements: At least 1 page of RP content (20+ Posts) Must find at least 5 Basic materials by normal means [No fighting mobs, have to search the area. These Materials are used to make the Nametag] Must fight 1 Phoenix for a Phoenix feather. The Phoenix has to meet the loot minimum for players, not the floor itself. A Phoenix Feather can only drop once per thread. Summary: You heard that both a Blacksmith and a Tailor have found a way to change the name or look of a weapon or an armor that you may have. This interested you, and you go to one of them. Both of them tell you that they can help you change the look of your weapon/armor, but they need specific materials dropped, along with basic materials as well. They give you the location of where the special material is dropped, a Phoenix Feather, and ask that you go and retrieve it. They warn you that the Phoenix is powerful, and could be a challenge, so be prepared to fight. Outline: << Phoenix >>Statistics:HP: Highest Level Players Loot MinimumDMG: Highest Level Players Loot MinimumMIT: Highest Players Tier * 25ACC: 2EVA: 2Abilities:<< Hellstorm >> : On attack rolls of 9-10, the Phoenix raises to the skies and with a flap of its wings shoots feathers upon the player with the most hate, dealing 50 more damage to its base, additionally the player suffers Burn damage at 24 damage per turn for two turns.
  2. Cardinal

    [F13] <<Cleansing the Corruption>>

    Floor 13 <<Cleansing the Corruption>> Credit goes to @Morgenstern Recommended Level: 35+ Repeatable | 4 players max Rewards: 3 SP -First time Only- 8,000 col each -2000 Col for repeats- Rune of Cain - A smooth stone rune inscribed with the Mark of Cain. Must be T2+ to use. Deals 50 Thorns DMG to anything that deals a critical hit against the user. Lasts for one thread. Ignores passive abilities that would otherwise negate this effect. Last Hit Reward from Boss. May obtain drops multiple times from each boss. 3,000 Extra Col + extra possible rewards if Long Route is Taken Requirements: Must Roleplay speaking a receiving the request from Miraak the Priest. Must Roleplay and fight through the desolate wastelands of F13. Fight 4 Loot Minimum "Diseased Ones" per player Roleplay entering Demon's End. Complete either option Route. Short or Long Route Roll the dice to find which Boss to fight (Unaffected by LD bonuses) LD:1-5 - Famine LD:6-10 - War LD:11-15 - Death LD:16-20 - Pestilence Defeat Boss and Roleplay the ending. Don't Let Miraak's HP reach 1 or Quest is failed. Summary: After the Fallen Event, Miraak is found outside the inaccessible chapel if this specific quest is taken. After being confronted, he explains to the players, "I require your assistance. Some time ago when I was under Artamiel's influence, I placed a powerful seal of corruption in what once was the largest city of this world. I understand now that it must be destroyed if we plan to put an end to the Corruption of this world. It seems that the Angel's power didn't lift it and we require to remove it directly" Once the player accepts, another Health Bar will appear under the party leader's with the username Miraak. He will give the player time to prepare before setting out into the desolate floor. After the players and Miraak make their way through the wasteland and arrive at Demon's End he will explain to them that they have two options. They could either charge straight ahead to the problem at hand, or make their way around, searching for anything not destroyed by the corruption. Once the players reach the center of town, they will find their way to the largest building in the city. He will lead them to a side entrance where he will use his magic to temporarily lift the rubble blocking the door. Once inside, players will find themselves in a very large open room where everything has been thrashed. A malevolent aura rests within the room, even though none of the diseased are inside. Miraak, who is shaking, tells you to stay put as he moves to the center of the room. He kneels to the floor to examine a large red glowing seal that covers the center of the floor, a circle with a 10 meter diameter. As soon as he goes to use an incantation to remove it, it explodes, throwing Miraak back to your side. While Miraak appears okay, a shadowy figure now stands in the center of the room. Miraak will gasp as he says the name of the being, sounding frightened. Ending: After the boss has been defeated, instead of shattering, it will crumble to dust and float away in the air, any remaining Diseased will flee. Miraak will take one last look at the seal before turning to the players. "I am afraid there is nothing to be done. I set this powerful seal, but it has been festering here ever since, growing in strength. While I believe it is at its limit and will progress no further, there is nothing we can do with it. It would be best to leave and never return. While we may have defeated it, it will simply return. Famine, War, Death, and Pestilence will always remain. I am afraid to say there is nothing we can do, it would be best to return. Come, place your hand upon me and I will return us to Angel's Point" Miraak will wait until each player places a hand on him, and once done so shall teleport all of them to Angel's Point. Failed Ending As Miraak's HP would normally fall to zero, a white light flashes and it remains with a sliver of health. He looks to the players that fight with him, worry in his eyes. He looks to them and says, "Sorry, but we must retreat." He raises his staff and slams it into the ground, each of the players being engulfed in a blue light. When the light fades, they are in front of the chapel in angel's point. "I am afraid each of us were unprepared. Now that we know what we are up against, we should take time and prepare for another excursion some other time" With that, Miraak would turn and leave, entering the inaccessible chapel. Routes: After reaching Demon's End, a player may decide from one of two routes. Short, and Long Route. Short Long Route <<Miraak>> A support to the players within the quest aiding them. His purpose is to help cleanse the corruption of the world to atone for the Sins he had previously made. He is found to be wielding a staff with a golden cross at the top of it. He is kind and patient, but quite cocky when it comes to a normal battle. Dialogue If a player mentions the Fallen Event or attacking players, he will bow his head and apologize. Afterwards, he will say he has learned an grown from those past mistakes. If a player mentions doing the quest previously with him on repeat runs, he will have no memory of doing so and frown at the player. For RP purposes, Miraak will have no reaction to anything given to him in terms of information about the quest. If a player were to attack him, he would say that he forgives them and teleport out. He can dodge any attack at him by a player. Stats 800 HP 50 MIT 2 EVA Actions CD:1-3, Heals the player (Or himself) with the lowest HP% for 200 HP. CD:4-6, Heals all players in party, including himself for 100 HP. CD:7-9, Increases all players in party's DMG by 2 for 2 Turns. CD:10-11, Removes all status effects from players in the party and himself. CD:12, Uses Lord's Light - An AOE attack that hits all enemies with a wave of light, dealing 300 unmitigatable DMG. Passive Abilities Lord's Protection - HP can not drop below 1 ~ Will Teleport out and quest will fail if this happens. Holy Breath - On a BD:9-10, whatever action used, it doubles its effect. CD:1-3 will heal player for 400 HP instead of 200. Etc, etc. Silent Night - If all players in party are in stealth, Miraak will shroud himself in magic, making him unable to be seen until a player comes out of hiding. Boss Fights <<Famine>> One of the Four Horsemen of Apocalypse. It is the living incarnation of starvation and scarcity. Its only purpose is to spread famine and starve out humanity. Its very aura seems to drain players of all additional help. It fights players with a spear as dark as night. Receives its own Roll HP: 1500 MIT:50 DMG:200 ACC:2 EVA:2 Famine (Passive) - Buffs are made Ineffective for this battle, this includes Sharpness and Barrier but doesn't include buffs granted by Miraak. Debuffs still work. Corruption (Passive) Will always deal at least 100 DMG after MIT Devil's Pierce: On a MD:9-10, deals double damage. Hell Blast: On a CD:10-12, Blasts a black wave of energy, hitting all players in the room. Deals 300 DMG to all players and Miraak. 2 Turn Cooldown. Last Hit Reward: Song of Famine - T2 Debuff Song. Decreases a single targets ACC and EVA by 2 for Four turns. <<War>> One of the Four Horsemen of Apocalypse. It is the living carnation of war and bloodshed. Its only purpose is to spread its violence on humanity. Its violent tendencies sometimes allow it to make multiple actions. It fights players with a Two-Handed sword as cold as night. Receives its own Roll HP: 2000 MIT: 75 DMG:300 ACC:3 EVA:1 War (Passive) - On a CD:10-12, Receives another Attack. Can only activate once per turn. This CD is determined on his first attack's roll. Corruption (Passive) - Will always deal at least 100 DMG after MIT. Cleave(Passive) - Hits main target for normal damage and every other player and Miraak for half of that damage. Attacks not against main target don't receive additional ACC. Each part of Cleave uses the same MD determined from main attack. Devils Smite - Will deal an extra 100 DMG on MD:9-10. Last Hit Reward: T2 Crystal - Bloodcrystal of War: +4 DMG, -20* Player's Tier Mitigation <<Death>> One of the Four Horsemen of Apocalypse. It is the living carnation of Death. Its only purpose is wipe out humanity as it is own. Its very presence prevents the creation of life and healing. It fights players with a scythe as eerie as a crow. Receives its own Roll HP:1500 DMG: 175 Unmitigatable DMG MIT: 25 ACC:3 EVA:2 Death (Passive) - After hitting an opponent, the opponents current HP becomes its Temporary Max HP until the battle is over. Battle Killing (Passive) - Players don't receive Battle Healing and take half of their Battle healing as DMG every turn. Emergency Recovery is ineffective. Devil's Sweep - Attacks with an AOE on a MD:9-10. Does not have to roll again for attacking other party members or Miraak. Last Hit Reward: Death's Song ~ T2 Debuff Song - Target is unable to heal for the next two turns. Includes, Battle Healing. Can be removed by Purify. Doesn't affect Floor/Event Bosses. <<Pestilence>> One of the Four Horsemen of Apocalypse. It is the living carnation of plague. Its only purpose is to spread disease and the corruption. It constantly lands status effects to all. It fights players with diseased arrows that it repeatedly uses to sprout arrows into its opponents chest. Receives its own Roll HP: 1,750 MIT: 50 DMG: 200 ACC:3 EVA:1 Pestilence (Passive) - On any landed hit, add a Blight effect dealing 24 DMG for the next three turns. These effects don't refresh but stack up to 3 effects in total. After reaching 3, it will refresh the oldest effect. Corruption (Passive) - Will always deal at least 50 DMG after mitigation Cleave (Passive) - Hits main target for normal damage and every other player and Miraak for half of that damage. Attacks not against main target don't receive additional ACC. Each part of Cleave uses the same MD determined from main attack. Call of Corruption : On CD:11-12, Will summon forth 2 Diseased Ones with the same stats as previously. Will attack afterward using the same roll. Disease: On MD:9-10, Deal 100 Extra DMG, and apply two Blight effects instead of one. Last Hit Reward: Essence of Corruption - Adds a Blight effect to a weapon for one thread. (36 DMG for 2 turn on a BD:9-10)
  3. Cardinal

    [F15] «Bane of Blood»

    Floor 15 <<Bane of Blood>> Recommended Level: 35 Repeatable only for "Bane of Blood" | Party Limit: 4 Credit Goes to: @Morgenstern Rewards: 4 SP 5000 Col 15 T3 Materials Last Hit Drop: Bane Of Blood - Vial of blood received from <"Blood Bane". Upon Consumption, the Player will regenerate 15 HP per turn for the rest of the thread. Requirements: At least 1 page of RP content (20+ Posts) Must defeat 2 "Warg Wolves" per player before challenging "Blood Bane" Must defeat "Blood Bane" and 3 "Warg Wolves" in the same fight. Summary: Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive. Outline: << Warg Wolves >> Statistics: HP: 500 DMG: 175 MIT: 20 ACC: 2 EVA: 1 Abilities: << Sonic Fangs >> : Many Rapid Bites inflicted on the Player with the most hate. Deals 225 DMG on CD:10+ << Protect the Alpha! >> : Warg Wolves place themselves in a position to protect their leader. <<BloodBane>> [if present] may not be targeted or hit while at least 1 <<Warg Wolf>> still lives. << Blood Bane >> [Note: Blood Bane receives his own dice roll] Statistics: HP: 1250 DMG: 225 MIT: 50 ACC: 3 EVA: 0 Abilities: << Fenrir Fang >> : Blood Bane bites the player with the highest hate with magnificent force. Deals 200 Mitigatable DMG and Leaves a 2 Turn Bleed of 36 DMG on a attack roll of 9-10. << Call to Hunt >> : Blood Bane creates a howl that rips through the battlefield and invigorates itself and its allies. Raises all enemies DMG and MIT by 25 for 2 turns on a CD rolls of 10-12. Has a cool down of 2 turns, does not stack. << Feast of Blood >> : Blood Bane consumes enemy blood, healing itself. Blood Bane heals itself by 25% of the Damage it deals to its foes after mitigation. If Blood Bane attacks someone under the effects of Bleed, then it heals itself for an extra 200 HP.
  4. Floor 16 << The Swashbuckling Buccaneer >> Recommended Level: 35 Repeatable only for "Pirate's Treasure" | Party Limit: 4 Credit Goes to: @Birdie Rewards: 3 Additional SP 10,500 Col Pirate's Treasure (Unique Consumable): A lucky coin that will give the user +2 Prosperity, for the duration of a thread. One time use! Objectives: At least 1 page of RP content (20+ Posts) Defeat all 5 <<Pirate Deckhands>> Defeat <<Boatswain Amir>> and <<Boatswain Jessamine>> Defeat <<Burlock, the Quartermaster>> Summary: A <<Frantic-looking Sailor>> sits hunched atop a wooden crate, his feet dangling idly over the pier’s edge. He turns as you approach, a look of hopelessness in his eyes. "Y-you there! Have you the heart to aid a foolish sailor? You see, this shipment is due for departure come morn… and my ship’s been thieved! It’s those purloinin’ pirates, Greybeard’s lot or something-or-other. I would lead an effort to retrieve it but folks round ‘ere pay no mind to the business of others. Don’t suppose you could lend a hand?” Should you choose to accept, the sailor turns Eastward and points across the water. He tells you the ship was last spotted near <<Ill Man’s Cove>>, a pier with two run-down shacks built into the adjoining cliff face, reputable for its shady dealings. He also shares details of the crew who stole his ship, including that of a burly man wearing a Captain’s hat. He marks the coordinates on your map and tells you to meet him where you stand by nightfall, making brief mention of his uncle’s rowboat. Outline: Participants may choose to roleplay meeting the <<Frantic-looking Sailor>> and his uncle at the docks, but must roleplay arriving at <<Ill Man’s Cove>> on the uncle’s rowboat. The sailor’s uncle will leave after dropping off the participants and the sailor. Participants may choose where and how to combat the pirates; however, 2 Deckhands will always try to fight alongside each Boatswain. Boatswains receive individual BD rolls, Deckhands may share (though they still require a separate roll from the player). Once all Deckhands and Boatswains have been defeated, <<Burlock, the Quartermaster>> bursts out from below deck of the stolen ship and howls “Arrggh! Who dares provoke the ire of Greybeard’s Quartermaster?!” Upon defeating <<Burlock, the Quartermaster>>, the sailor climbs aboard his reclaimed ship and imparts a word of thanks, and offers the participants transport back to port. All mobs below receive separate dice rolls each! <<Pirate Deckhand>> HP: 250 DMG: 85 MIT: 40 Hornswaggle: On a nat. CD of 11-12, stuns the player for one turn and the pirate's attack bypasses 1/2(rounded up) of the target's mitigation. <<Boatswain Amir>> HP: 400 DMG: 125 MIT: 60 EVA: 2 Chain of Command: When first engaged upon by a player, two <<Pirate Deckhands>> will instantly spawn and attack the player once regardless of Hate. If all 5 <<Pirate Deckhands>> have already been previously spawned (and/or defeated), none will spawn upon engaging the <<Boatswain>>. Freebooter: On nat. BD rolls of 9-10, <<Boatswain Amir>> raises his boot. If the CD is 1-6, he kicks high and hits with 150 AoE damage. If the CD is 7-12, he sweeps low and knocks the target's party off their feet, lowering their Evasion by 2 for their next turn. <<Boatswain Jessamine>> HP: 350 DMG: 175 MIT: 50 ACC: 2 Chain of Command: When first engaged upon by a player, two <<Pirate Deckhands>> will instantly spawn and attack the player once regardless of Hate. If all 5 <<Pirate Deckhands>> have already been previously spawned (and/or defeated), none will spawn upon engaging the <<Boatswain>>. Crow’s Nest: On nat. BD rolls of 9-10, <<Boatswain Jessamine>> rears her boot. If the CD is 1-6, she sweeps low and knocks the target over, lowering their Accuracy by 3 for one turn. If the CD is 7-12, she aims high and launches an attack that bypasses 2/3(rounded up) of the target's mitigation. <<Burlock, the Quartermaster>>'s Stats HP: 600 DMG: 165 MIT: 80 EVA: 2 ACC: 2 All Hands On Deck!: Immune to Paralysis/Stun. Black Spot: Burlock’s cutlass is coated with a thin poison. On a successful hit, with a nat. CD rolls of 10-12, the target suffers 30 Poison Damage for their next two turns. Davy’ Jones Locker: On nat. BD rolls of 9, Burlock deals 50 additional damage. On nat. BD rolls of 10, Burlock deals 100 additional damage.
  5. Cardinal

    [F17] «Challenge of Olympus»

    Floor 17 <<Challenge Of Olympus: Blacksmith>> Recommended Level: Any | Party Limit: 1 (Solo Only) Must be Rank 2+ Blacksmith | Non-Repeatable Credit: @Hestia / @Itzal Rewards: 1 Additional SP (+1) CD Tool, Hephaestus's Hammer Objectives: Roleplay The Challenge: Meet with the satyr on Floor 17. Meet with Hephaestus outside of Mt. Olympia and accept his challenge. Describe the details of the challenge, face-off with Hephaestus and roleplay out how you best the God of the Forge. 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. Blacksmiths 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 Hephaestus himself would like to challenge you to a Battle of Crafts. Players must RP meeting with Hephaestus, and they are free to describe the details of the challenge that is issued however they like as long as it pertains to blacksmithing. 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.
  6. Cardinal

    [F19] «Keep Calm and Ki'Raion»

    Floor 19 <<Keep Calm and Ki'Raion>> Recommended Level: 40 Non-Repeatable | Party Limit: 4 Credit Goes to: @Birdie Rewards: 3 SP if it's Daytime / 1 SP if it's Nighttime 8000 Col 15 T3 Materials Daytime Last Hit Reward: Ki'Raion's Tail [Perfect T2 or T3 Weapon of Choice] - Enhancements: Accuracy/Accuracy/Paralyze Requirements: At least 1 page of RP content (20+ Posts) Defeat "Ki'Raion" Summary: Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Locals say that the beast roams high hills and barren plains, laying waste to entire settlements and demolishing every cursed fauna that stands in its path. The scouting party who encountered <<Ki'Raion>> have reported escaping with their health points in tatters and the beast’s untouched, dubbing it extremely aggressive, territorial and dangerous. For fear of the <<Ki'Raion>>'s true strength, it's suggested no lone player trek within a thousand yards of the floral lion’s territory and that parties remain vigilant in an encounter. Outline: << Ki'Raion >> [Note: Ki'Raion uses his own dice roller for this fight] Statistics: HP: 850 DMG: 175 MIT: 100 ACC: 3 EVA: 2 Abilities: << Tail Swipe >> : If BD 9-10 and MD 1-5 is rolled simultaneously, "Ki’Raion" unleashes a powerful tail swipe that can strike a whole party. Deals 150 AoE damage to all party members as well as normal damage to the player with the most hate. << Venus Fly Trap >> : If BD of 9-10 and MD of 6-10 is rolled simultaneously, "Ki’Raion" lunges at the player with the most hate and encases them in its floral mane. They experience 150 additional damage and will take 100 additional damage for each following turn that they're trapped. They are freed when at least 200 HP damage has been dealt to "Ki’Raion" or another player achieves greater hate. A trapped player may still attack. << Photosynthesize >> : Absorbing the Sun’s energy, every second attack "Ki’Raion" makes will be damage boosted by 150. << Moonlight Aversion >> : During nighttime, the boss does not use Photosynthesize and its damage-boosting conditions deal half as much damage. However, the quest rewards are significantly poorer.
  7. Cardinal

    [F21] «Betrayal of the King»

    Floor 21 <<Betrayal of the King>> Recommended Level: 50 Repeatable for LD Rewards Only | Solo/Party Limit: 4 Credit Belongs to: @Ryo Rewards: 5 SP 10000 Col (Party Leader Only) Roll LD at the end: 1-8: No additional rewards 9-15: 1 Additional Equipment Reward 16-18: 2 Additional Equipment Rewards 19: All 3 Additional Equipment Rewards 20: Gain "Forgotten King's Spite" Additional Equipment Rewards: Items to gain from rolls on 9-19: [T3 - Perfect Weapon of Choice] The King's Betrayal - Enhancements: 1 Damage / 2 Paralyze OR 2 Damage / 1 Accuracy [T3 - Perfect Heavy Armor] Envious Betrayal - Enhancements: 2 Mitigation / 1 Thorns [T3 - Perfect Light Armor] Light Betrayal - Enhancements: 2 Evasion / 1 Recovery On rolls of 20: [T3 - Demonic Weapon of Choice] Forgotten King's Spite - Enhancements: 1 Fallen Damage / 1 Paralyze / 2 Accuracy Requirements: At least 1 page of RP content (20+ Posts) Must defeat the "Time Forgotten King" Summary: Back in a world of flame, humanity fought against the dragons in a great war. And in that time the humans had a great, and powerful king. The king was a great and powerful warrior, a brilliant and daring tactician, and in the eyes of many a savior. The war raged onward for many a year until the king was lost in battle his corpse never found. Humanity fought on without their brave leader, only to find that he had betrayed them. Fighting against them now, humanity never stood a chance. But that battle was over a millennia ago, and the king's name was lost to time. But rumors and rumors of rumors have hinted at his return. Outline: << The Forgotten Time King >> Statistics: HP: 3750 DMG: 300 (on a critical Paralyze, Removes all Hate on that Player.) MIT: 150 ACC: 3 EVA: 0 Abilities: << Forgotten in Time >> The Forgotten Time King is immune to all status conditions, including Unique ones.
  8. Cardinal

    [F21] «The Hidden Village»

    Floor 21 <<The Hidden Village>> Recommended Level: 50+ | Repeatable Credit Belongs to: @Hikoru Rewards: Standard Loot: 10,000 Col 5 SP (rewarded only once per player) Choice-based Loot: Reveal the settlement location: (T3 Weapon of Choice) <Dragon's Tooth> [+2 Accuracy, +1 Keen] Keep the settlement location secret: (T3 Heavy Armor) <Dragon's Skin> [+2 Mitigation,+1 Thorns] OR (T3 Light Armor) <Dragon's Skin> : [+3 Evasion] Requirements: Fight OR Bypass the Cave Bats (Spawns in groups of 2 with a group per player participating in the thread): By Fighting: You save a person who was being held captive by the bats and they lead you to the village. After Bypassing: You must roll a 15+ on the LD three times after Bypassing the bats. One for finding footprints, one for finding a hidden sign, and one for finding the village itself. Find the Hidden Village. Summary: Rumors have been spread about a lost village that had been abandoned decades ago after the great dragon war. Now, no one knows its location anymore, but for some reason the people of Tomoika really want to find its whereabouts. The townspeople will reward you greatly if you find the location for them. After fighting or bypassing the bats, you see some structures in the distance... Once you get to the hidden village of Charko, its people beg you to keep their village secret, still in belief that Tesseleth is still alive, and that if their whereabouts where learned, the Tyrant would rain hell down upon them. It is your choice: to return to Tomoika and reveal their location OR keep the city of Charko secret. Outline: Players are presented with two options for dealing with the Cave Bats, they can either defeat them in combat or bypass them using stealth. <<Cave Bat>>'s Stats HP: 1000 MIT: 75 EVA: 2 ACC: 1 Claws: On every successful hit ignores half of the target’s mitigation (rounded down). Base Damage: 175 (BD: 9) [225] Mitigable + Paralyze. (BD: 10) [275] Mitigable + Paralyze. Echolocation: +2 LD when looking for players trying to Bypass them. Notes regarding Bypass: 1: In a PP/OP, a player may attempt to skip fighting mobs if they have invested at least 1 rank in the 'Hiding' skill; by applying the stealth mechanics. A player will still need to roll X number of times, one for each mob he/she tries to bypass. A player may try to act as bait for a group, if the mob's LD is higher than the player's 'Stealth Rating', the mob will attack the player (using that same roll dices) without alerting the other mobs, making it possible to kill the mobs one by one. If a player bypasses any number of the required mobs, he/she can still go back and help the rest of the team; or try to bypass all, then leave the thread and finish the quest. 2: If a player gets attacked by a mob while the rest of the team(s) fight, the player needs to fight the mob alone until the rest finish their own fights. If a player has succeeded in getting past all the mobs, he/she will receive the rewards upon completing the quest, even if the rest of the team fails/dies. In this situation if the player is the only one to live, he/she is allowed to double post until completing the quest.
  9. Cardinal

    [F21] «Trouble in the Mines»

    Floor 21 <<Trouble in the Mines>> Recommended Level: 35 Repeatable for Col Rewards Only | Party Limit: 4 Credit Belongs to: @Ryo Rewards: 2 SP (+1 more for every 10 Drakeling Skins you bring back [Max 2.]) 2000 Col (+500 more for every additional Drakeling Skin you bring [Max 4000.] ) Requirements: At least 1 page of RP content (20+ Posts) Must defeat 10 "Drakelings" Summary: Mining is the life and blood of Tomoika, and should it cease, the town would surely perish. The settlement is now in danger of that happening. The dark mines have become much more treacherous to travel. Rumors of dragons invading the caverns had brought mining down to a halt. You've been hired to enter the mines to confirm these rumors and clear out anything that isn't human. You've been told that for each skin you bring, you'll be paid handsomely. Outline: << Drakeling >> Statistics: HP: 350 DMG: 200 MIT: 15 ACC: 2 EVA: 1 Abilities: << Breath of Fire >> : Each Drakeling will attack with an AoE dealing 100 unmitigatable damage. After a 4 turn cooldown, the Drakeling will use Breath of Fire again. Additional Information: 1. Drakelings always spawn in groups of matching the size of the party (ex. Party of 2 vs. 2 Drakelings) 2. 10 Drakelings must be defeated, however players can continue to battle as many Drakelings as they wish. 3. After defeating a Drakeling, roll CD for each. If the CD result is +8 you gain a Drakeling Skin 4. You cannot roll for loot from the Loot Table after defeating Drakelings.
  10. Cardinal

    [F22] «King of Lakes»

    Floor 22 << The King of Lakes >> Recommended Level: 35 Repeatable for "Filet of King" Only | Party Limit: 4 Credit: @Jomei Rewards: 3 SP Filet of King: T3 Perfect Meal Over Health Adds +135 HP to your maximum health points for a single thread. Requirements: At least 1 page of RP content (20+ Posts) Must role play hunting down the "Red Salamander" and bringing it back to Lake of Reflections Must fish up and defeat the "King of Lakes" Players with the Fishing skill will receive +3 LD when fishing up the King of Lakes. Summary: Upon a small, wooden dock stretching from the shore along the Lake of Reflections, a middle-aged man sits with a line cast out into the lake, trying to fish up his dinner. He tells you that most of the fish he brings home are large, but he had heard stories of an even bigger fish that lurks around the bottom of the lake, one that could be called monstrosity. However, where fishing up this beast is rare in itself, it will only be attracted to a certain type of bait found along the base of a nearby mountain. The fisherman tells you that if you can find the "Red Salamander" and bring it back to use as bait, that anything the King of Lakes drops is yours to keep. Outline: From receiving the quest from the fisherman at the Lake of Reflections, the player(s) must write three posts (combined) of travel to the base of the mountain. The player(s) then take turns rolling the LD as a post action to find the Red Salamander (LD 13+). Players with the Tracking mod active may use a post action to automatically pass this roll. Once the Red Salamander is discovered, it will try to run from you. Use a post action to roll a CD (6+) to capture it alive before it gets away. The Red Salamander escapes after 5 failed attempts to capture it, and players must go back to searching. Travel back to the Lake of Reflections with the Red Salamander, and take turns rolling the LD (15+) to fish up the King of Lakes. This does not count as a post action (the player who fishes up the King of Lakes may then initiate combat by attacking in the same post). << The King of Lakes >> Statistics: HP: 1200 DMG: 125 MIT: 20 Abilities: <<Body Slam>> On an MD of 9, the boss will jump high into the air and crash down in the center of the players, sending out a shock-wave dealing 120 AoE damage. <<Dive>> On an MD of 10, the King of Lakes will take the player with the highest hate in its teeth and drag it back into the lake. The player will take 150 unmitigatable damage and need to swim back to the shore, missing their next attack.
  11. 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.
  12. Cardinal

    [F22] «Witch of the West»

    Floor 22 <<Witch of the West>> Recommended Level: 25 | Party Limit: 4 Repeatable: Yes, Only for Item Credit: @Itzal Rewards: Each participant receives: 3 Additional SP (+1) CD Consumable Objectives: Must defeat 4 Flying Monkeys Must defeat 1 Elite Flying Monkey per player Must defeat The Witch (unless every participant has already defeated The Witch previously) Summary: Deep past the Forest of Memories stands The Castle of the Witch. Rumors have spread around the town about a woman was seen walking around the floor's peaceful meadows and lake's edges, collecting ingredients for her sinister experiments. A few players that have had the misfortune of encountering the woman claim to have heard her spout threats of a terrible curse that she plans to unleash upon the otherwise peaceful floor of Aincrad. On more than one occasion, the main settlement of Coral has seen the shadow of winged beasts raiding their storerooms in the dead of night and stealing supplies and fleeing without a trace before any of the villagers could manage to catch them in the act. The two have said to be connected, and lately the villagers have started asking players if they might be able to find the witch in her castle and put a stop to whatever foul experiments she's running. Trekking past the edge of the forest, you first see nothing out of the ordinary, but then you hear it. The sounds of wings flapping, and suddenly monkeys surround you. This quest is almost starting to sound like a childhood fairy tale you might have heard of. The monkeys stand in the way of the darkened brick of the castle that awaits you, the sinister glow of black fire flickering from torches affixed to the wall. Those who have already felled the wicked witch once before will no longer find her brewing potions in the solitude of her castle, but after defeating the winged monkeys that still loyally defend it players will find that the vials they could have sworn were empty before have been mysteriously refilled. Monster Stats: <<Flying Monkey>> 150 HP 70 DMG (35 minimum) 20 MIT <<Elite Flying Monkey>> 220 HP 90 DMG (45 minimum) 35 MIT <<The Witch>> 700 HP 100 DMG (minimum 50) 70 MIT Potion of Fireball: On a natural MD 9 she throws a vial of swirling flames at the player's feet, engulfing them in fire. Deals 120 AoE damage, and applies burn to the target(s) dealing 24 burn damage per turn for 2 turns. Poisoned Dagger: On a natural MD 10 she lands a critical hit on the player that has dealt the most damage to her. That player is paralyzed for one turn and poisoned, taking 16 damage per turn for 3 turns. Unnatural Swiftness: At 200 HP and below, she drinks a potion to grant her +1 evasion for the rest of the fight. Requirements: At least one [1] Page (20 or more posts)
  13. 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.
  14. 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.
  15. 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 3 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: 1,500 DMG: 200 MIT: 35 ACC: 2 EVA: 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
  16. Cardinal

    [F24] <<Incognito Analysis>>

    Floor 24 <<Incognito Analysis>> Recommended Level: 30 | Non-Repeatable Restrictions | Party Limit: 1 Credit goes to @Hikoru  Rewards: If Successful 1 SP 3,000 Col If Failed 2 SP 5,000 Col Chieftain Dies Requirements: At least 1 page (20 posts) Either Succeed or Fail in gathering enough Information to bring to the Chief Summary: After the Chief found out about Uso-Tsuki's betrayal, he attempted to have him arrested, but he ran and was able to escape the guards. Now knowing that he was a wanted man, Uso-Tsuki decided that he would kill the Chief and take his throne by any means possible. But, he knows of a person who is taking his knowledge to the Chief, and he is extra wary of those around him and his settings. It'll be much more difficult to gather information, but the Chief is relying on you for his life, and it's up to you to keep him safe. Outline: There are Two Ways to gather information: Using Stealth You must make 3 Successful Stealth checks against Uso-Tsuki. Uso-Tsuki has a +5 to Searching Checks, now aware that someone is looking for him. [Note: The Passive Stealth for monsters is 9, so the total would be a 14 on the initial stealth check] 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 know what his route is to kill the Chief. Using Disguise Using the Ability that you gained from the Gemini, you are able to disguise yourself as one of the guardsmen of Uso-Tsuki, Hogo-sha. You have to knock out Hogo-sha 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 new route that he will be using to take out the Chief. [Note, you can only choose this route if you have acquired the <<Disguise>> Skill instead of <<Concentration>>] [Note: Hogo-sha receives his own separate roll from the player] <<Hogo-sha>> is a respawning field boss with the following statistics: HP: 1,000 DMG: 100 MIT: 50 ACC: 3 EVA: 1 Abilities: Expecting Eye: Hogo-sha is expecting someone to attack him, as word of Tāgetto being mugged had rumored through the guardsmen. He is immune to Sneak attack, and he will parry the first attack you do. Parry: On a roll of CD 9+, Hogo-Sha will block your attack, blocking 50% of the damage and dealing half of your damage back instead of his normal damage, along with getting to attack you
  17. 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
  18. Cardinal

    [F24] <<Incognito Assassination>>

    Floor 24 <<Incognito Assassination>> Recommended Level: 40 | Non-Repeatable Restrictions | Party Limit: 1 Credit goes to @Hikoru  Rewards: If Successful 5 SP 7,500 Col An Option of Armor or Weapon (Found in Outline) If Failed You Die (If you don't run away) Requirements: At least 1 page (20 posts) Either Succeed or Fail in Killing Uso-Tsuki Summary: You've gathered enough information to know the new route that Uso-Tsuki is taking to kill the chief, and it's up to you to stop him. Find a way to take him out before he makes it to the chieftain. Uso-Tsuki has hired two of his strongest guards to help protect them, so you will need to take them out before you can take out Uso-Tsuki. Outline: Guard's Stats: Uso-Tsuki's Stats: When Uso-Tsuki is defeated, roll a pure Loot Die roll. The roll will determine the drop given by Uso-Tsuki 1-18: 19-20:
  19. 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 5 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
  20. Cardinal

    Patch Notes: [2.6.1] Hotfix Update

    Floor Changes: In the aftermath of the recent Event Bosses, the corruption that had wracked Floor 13 was halted and life has started to adjust in response. As such, Floor 13 has new quests and has been revamped. Look for its Floor Description in this thread. A quest has also been added to the Floor. Parry (Clarification): Under the current wording, Parry's effect lasts until the user is hit with a successful attack. The energy is spent when the Parry skill is used and the cooldown starts when the effect is procced. General Rule Changes: SP Refunding Rules have been revamped: Mods no longer count towards the monthly SP limit. (You still need to pay 1,000 Col per SP you refund) You must refund SP used in Unique Skills (until then, you cannot use that chunk of SP). Skill Changes: Hiding: Removed Rank 3 base damage upgrade (Rank 5 instead gives +1 DMG when attacking from stealth) Mod: Vanish Now costs 5 Energy. Block: New Rank 1 Mod: Mark Cost: 8 SP Active: Post Action Cooldown: 2 Turns Cost: 5 Energy Effect: Effect: Roll a BD and add 2. The target’s next raw attack roll must meet or exceed the result or target the user [of mark] instead of their intended target [of the attack]. For AoE attacks, this applies to all rolls of that attack (attacks are still treated separately for the usage of MIT, Thorns, etc.). The target attacking someone besides the user will also consume the mark. You cannot have a mark and parry active at the same time. The mark will be removed if the target enters stealth (this skill has no cooldown if mark is removed due to target entering stealth). Description: You mark an enemy, and are kept aware of what their movements are so as to stop them from reaching their targets Parry Changed cooldown to 2 turns, from 1 turn. Loot Changes: 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 > 12 Nothing LD 6 > 10 CD 1 > 4 1 Uncommon Consumable CD 5 > 12 (HP) Bonus Col 1 Rare Trinket LD 11 > 15 CD 1 > 4 1 Rare Trinket CD 5 > 8 1 Rare Weapon 1 Uncommon Consumable CD 9 > 12 1 Rare Armor/Shield (HP * 2) Col LD 16 > 18 CD 1 > 4 1 Rare Consumable 1 Rare Weapon CD 5 > 8 1 Rare Consumable 1 Rare Armor/Shield CD 9 > 12 (HP * 3) Bonus Col 1 Rare Trinket LD 19 > 20 CD 1 > 4 1 Perfect Consumable 1 Rare Trinket CD 5 > 8 1 Perfect Armor/Shield 1 Perfect Trinket CD 9 > 12 (HP * 4) Col 1 Perfect Weapon LD 21 > 22 CD 1 >4 1 Perfect Armor/Shield 1 Perfect Weapon CD 5 > 8 1 Perfect Armor/Shield 2 Perfect Consumables CD 9 > 12 1 Perfect Trinket (HP * 5) Col LD 23 > 24 CD 1 > 4 1 Perfect Trinket 1 Perfect Weapon CD 5 > 8 1 Perfect Armor/Shield 2 Perfect Weapon CD 9 > 12 (HP * 6) Col 1 Perfect Consumable LD 25+ CD 1 > 4 2 Perfect Consumables 2 Perfect Armor/Shield CD 5 > 8 (HP * 7) Bonus Col 3 Perfect Weapons CD 9 > 12 *Map of Intermediate Dungeon *Intermediate Dungeon maps are for a single dungeon on the floor the drop was obtained on. On Floors 1-4, this defaults to Floor 5 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. Profession Changes: Loot Die added to Merchant Light Armor Identification Chart Familiar Changes: Guidelines for Familiars clarified: Must be smaller than 3 feet in any dimension (i.e. width, heighth, and length) No humanoid monsters Cannot be capable of direct communication (i.e. spoken languages) with the player Familiar Approval Template Obtaining a familiar does not automatically grant you the «Familiar Mastery» skill tree. Quest Changes: Quest Revamp: «Feeding the Enemy» Split into two different quests: «Feeding your Enemy» and «Training your Friend». In «Feeding your Enemy», the goal is now to find and tame a familiar while in «Training your Friend» the goal is now to train a familiar and unlock the «Familiar Mastery» skills. «Feeding your Enemy» <<Feeding Your Enemy>> is the new version of <<Feeding the Enemy>>. Familiars are easier to find, but now must also be tamed. Unlocking the «Familiar Mastery» skills is now handled within the «Training your Friend» quest. Look for the quest in the quests sub-section for more details . «Training your Friend» You can now train your familiar without changing who they are. This quest is used to unlock the «Familiar Mastery» skills or to switch between them without killing or releasing your familiar. Look for the quest in the quests sub-section for more details. Enhancement Changes: Familiar Sight Applies to «Feeding your Enemy» Gains +2 LD when attempting to find a familiar (was taming a familiar before) [Alchemist] New Enhancement: Pheromones Cost: 3 Slots Cap: 1 Slot Effect: When used during the <<Feeding your Enemy>> quest, gain +1 CD when attempting to tame a familiar. Effect lasts for one thread. Applicable to: Salves
  21. Happy Holidays! A Christmas event is now live. Enjoy the festivities, art contest, and rare items up for grabs from now until Dec. 31st! 


  22. 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"
  23. <<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.
  24. 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.
  25. 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>>