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[F01] <<Redemption>>


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Floor 1
<<Redemption>>
Party Limit: 1 | 20+ Posts
Be advised, this quest is non-repeatable. You cannot revert an Orange Cursor back to Green more than once.

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Quest Rewards:

  • Player's Orange Cursor reverts to Green.

Requirements:

  • Player must have an orange cursor and be above level fifteen or the events won't trigger.
  • Player must roleplay the conversation with <<Void>>.
  • Player must roleplay reliving their past crimes, those they've wronged and hurt, and the guilt they feel.

Summary:

Originally just rumor, the quest known as <<Redemption>> has now become publicly common knowledge to most players. The quest in which a player can be rid of their orange cursor, at long last. The player travels to a specific set of coordinates and finds themselves in a graveyard. The sky quickly grows dark as clouds gather the closer the player is to the cemetery, until the land becomes dark and gloomy. Sometimes it rains, and sometimes it doesn't. Rumor has it that the quantity and manner of rain is based on how guilty and sad people are while they're there. In the center of the graveyard, a cloaked figure can be found. Its hands are folded together inside its sleeves, and its face is blocked by darkness. To most players, it is silent and does not respond to their statements or questions. To players with orange cursors, however, it will turn to look upon them, knowing why they came.  Speaking with an echoing, distant voice, it asks them the crucial question:  "Do you seek redemption?" Should the player accept the quest, <<Void>> will lead the player down a lonesome cobblestone path to an another location.

The journey down the path is a dreary, depressing, ominous and foreboding one, and takes far longer than the player feels it should. The lifeless trees and withered flowers reek of death.  The night sky is devoid of any star or moon, and a thick, dark fog hugs the path as a warning to not stray from it. The air will feel ice cold, and occasional whispers can be heard. As the player makes their way down this path, a feeling of nervous anxiety fills their being. It feels as if the very earth beneath their feet resented their passage.

As the player nears the end of this path, the scenery slowly and gradually alters, until it resembles the location of the player's very first crime. By the time the player reaches this location, <<Void>> will have slipped away unnoticed.  Searching for the mysterious figure, the player will instead see the victim(s) of their first crime(s). They will also see themselves, preparing to steal, assault or murder the victim(s). The scene will play out with the player helpless to change anything. If they attempt to stop, alter or escape the scene before them, the scene will reset (or the player will find themselves in the same location again) stuck in a loop until they have witnessed their transgressions from the outside. This will occur for each and every crime the player has committed within Aincrad, the scenery, figures and events appearing exactly as they occurred, and with each scene <<Void>>'s voice will echo from the player's surroundings, exploiting their fears, exposing the truth behind their excuses, and cutting deep into their shame and guilt.  Its words are designed to make them acknowledge what they've done and bring them to convey honest repentance.

Once each and every scene of their criminal history in Aincrad has played out before them, and <<Void>> no longer speaks, the final scene will fade away and the player will find themselves at the edge of a circular courtyard. It is surrounded with hundreds upon thousands of graves.  Thick, dark cloud hug the surface of the pavement. Many individual, narrow cobblestone paths make their way out into the fog from the courtyard's edges. Opposite to the player appears a monument similar to the one in the Town of Beginnings, but not nearly as large. On it are recorded the names of each player the quest taker had killed, assaulted or otherwise wronged, whether as a green player or orange. Sitting in the center of this monument is an eight foot tall stone angel with a massive sword resting in its hands. After the player has finished observing their surroundings, the angel will stand up and hold its sword upright. It will step down from the monument, revealing one last name which had been concealed beneath it.

The name, is the name of the quest taker. With this, the angel known as <<Redemption>> advances.

Outline: 

NPCs:


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<<Void>>
Void is a mysterious and seemingly otherworldly entity cloaked in charcoal garbs, that never reveals its identity or true appearance. It rarely speaks, but if it does its words cut mercilessly deep. <<Void's>> voice echoes, seemingly distant and sometimes distorted. You feel a chill when it speaks, and almost freeze up when it stares at you, as if you were staring at the Death itself...


 

Enemies:

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<<Redemption>>
Redemption's fighting style mimics that of the player taking the quest, including skills, level and personality. The more DPS-based skills the player has, the more aggressive and ferocious Redemption will be. The more tank based skills the player has, the more precise and calculating it will be. The more support skills the player has, the more consistent it will be. Depending on how high a level the player is, will also affect its strategy due to its corresponding stats. However, the Player's personality will have more impact than any other factor. For example: If the Player is confident and reckless, Redemption will focus on luring the Player into a trap, and counter attacking where the player is weak. If the player is cautious and doubtful, its strategy will focus on slipping past their defenses and not giving the player time to analyze, calculate or wait for an opening. If the player lacks confidence or is shrouded by fear, it will act specifically to keep that fear heightened.

The fighting styles stated above can change mid-battle.  Redemption is fully capable of adapting to the player's personal growth during a fight, as well as the player's change in tactics. Redemption will always seek victory, and will always attempt to reduce the player's health down to one point.  If the player is not attempting to clear the <<Redemption>> quest for the sake of seeking genuine redemption, and is merely doing so to deceive others, or if the player believes they deserve redemption, the stone angel will utilize the skill 'Illusionary Field' in order to 'test' the Player. Redemption never actually speaks.  It makes no sounds other than its movements, which will be shockingly quiet.

While fighting Redemption, the player cannot damage, move or alter anything in the cemetery, but Redemption can alter the terrain as it sees fit. Additionally, if the player follows one of the cobblestone paths away from the courtyard they will find themselves returning to it from a random angle while Redemption can move down any path and return down any other path it desires. Redemption can also urge specific memories of the player in Aincrad to resurface but cannot force the memories forward. It can also modify the battlefield to look like anywhere the player has ever been in the game, as well as conjure up monsters, NPCs, and players (dead or alive) and make itself look like a boss, NPC, or player. It will use these abilities for both fear tactics, and to make the players feel a strong guilt for their actions if they had none originally.

<<If the Player fails to defeat Redemption, or if they do not use a teleport crystal, Redemption will kill them.>>

HP: (Player Level + Paragon Level) * Tier * 10
DMG: Tier * 40 | Tier * 55 | Tier * 70 | Tier * 85
[Redemption's damage stages based on its own HP: 100-80%, 79-50%, 49-20%, 19-1%]
MIT: 50 * Tier

EVA: 3
This boss uses its own BD roll when attacking.

Abilities:

  • Body of Stone | <<Redemption>> is immune to all status effects except for the following: Incarceration, Perpetuate, Misperception, Hypnosis, Lullaby, Blight and Freeze. Eligible debuffs last no more than two rounds. Holy and Fallen Damage cannot deal more than 3*tier damage maximum (meaning Players with two slots of either will find the second slot working at half its usual efficacy). Additionally, the Phase enhancement and all Thorns enhancements will have no effect against <<Redemption>>. Paralyze will not immobilize <<Redemption>>, but will reduce its accuracy by -2 on it's next post. Stun sword arts will reduce its accuracy by -1 on its next post.
  • Reckoning | Each attack Redemption makes and misses against the player increases its accuracy by +1 and reduces the player's effective mitigation against its attacks as follows:
    • 1 miss = +1 ACC and ignores 25% Mitigation | 2 misses = +2 ACC and ignores 50% Mitigation | 3 misses = +3 ACC and ignores 75% Mitigation.
    • <<Reckoning>> cannot exceed 75% Mitigation Phase, but ACC continues to stack indefinitely. After a successful hit is made, <<Redemption>> loses ACC and Phase buffs, resetting this ability.
  • Angel of Judgement
    • For each Player killed by the quest taker, <<Redemption>> gains the following buffs:
      • +1% per PK to Damage (capping at +10%) | +2% per PK to Mitigation (capping at +20%)
    • As well as the following abilities:
      • If the player has 3 or less player kills, <<Redemption>> will have Thorns which deal 12 * Tier unmitigatable damage against successful non-critical attacks.
      • If the Player has at least 6 player kills, <<Redemption>> will always ignore 25% mitigation at all times (doesn't stack with <<Reckoning>>).
      • If the Player has at least 9 player kills, <<Redemption>> will apply a Burn status on a natural roll of 8-10 with damage matching the player's Tier, lasting 2 rounds.
  • Flash Step | (2 Post Cooldown) - On a successful attack with an LD of 15+, <<Redemption>> seemingly vanishes as it dashes around the player at unimaginable speeds to attack from behind with +3 accuracy. Redemption gains no bonuses from <<Reckoning>> during this attack, and a hit/miss from this attack is not considered for <<Reckoning>> tracking.
  • Judgement Spear | (4 Post Cooldown) - On a successful attack with a CD of 11+, <<Redemption>> leaps backward to the edge of the battleground before setting its sword and charging forward. If the attack is successful, it ignores 25% mitigation and deals an additional 5% damage (stacks with <<Reckoning>> and <<Judgement>>).
  • Condemning Force | (6 Post Cooldown) - On an attack with BD 9+, CD 11+, and LD 15+, <<Redemption>> lunges into the air where it hovers over the player for a moment before charging down again, gaining 15% increased Damage and ignoring all Mitigation. Redemption gains no bonuses from <<Reckoning>> during this attack, and a hit/miss from this attack is not considered for <<Reckoning>> tracking. This attack will take precedence over <<Flash Step>> and <<Judgement Spear>>, and these two abilities cannot activate at the same time as <<Condemning Force>>.

Note: Round all effects in favor of <<Redemption>>.

 


Epilogue: 

Spoiler

Redemption Defeated: The player finds themselves back in the cemetery. This time, without their orange cursor. <<Void>> will be standing in the cemetery, back where it stood at the beginning and tell them that they were successful. If the player needs it, he will give short words of advice, before he bids them farewell. Should <<Void>> be asked who or what it is, the NPC will simply remain silent, and fade away. As the player leaves the cemetery they will notice two things. The clouds in the skies have parted, allowing the sun/moon to shine their light down on the landscape, and they will feel a weight lifted off of their shoulders, and a newfound joy filling their hearts.

Teleport Crystal Used: The player uses the Teleport Crystal, but instead of their destination finds themselves back in the cemetery, with their cursor still orange. <<Void>> will be standing in the cemetery where it stood at the beginning and tell them that they have failed. <<Void>> will proceed to give the player advice for becoming stronger and smarter in combat, and urge them to insight by providing a vague and cryptic hint which they will need to ponder. It will then bid the player farewell and hint at their future meeting. Should <<Void>> be asked who or what it is, the NPC will simply remain silent, and fade away. As the player leaves the cemetery, the path they had chosen and what came after will linger in their mind.

 

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