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Aincrad Floor Index (1→10)


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<<Floor 01>>

The first floor of Aincrad is geographically the largest floor. It is almost completely circular with a diameter of ten kilometers, or about eighty square kilometers. Unlike the higher floors of Aincrad, the first floor does not have a particular theme or dominant geography. As the starting location of all new players, the great expanse of the first floor is quite diverse, with biomes stretching from large plains and grasslands, to low mountains, to lakes of varying size and shape, and large deciduous forests that change with the seasons.

The initial NPC inhabitants of this floor are average humans, many dedicating their life to their work. Due to their way of life, there are few NPCs who live in poverty. Hardly ever will any player find an NPC roaming around without any goal in mind. They are known for running many shops and inns located around the starting city. NPCs from the <<Town of Beginnings>> will not be found outside the city, but a player may occasionally find a stray hunter from <<Horukna>> in the fields. Overall the NPCs of this floor are very warm and welcoming of players of all sorts. Conflict is rare on this floor, though guards do have a heavy presence in the two towns, ensuring that the peace is kept within their walls.  Despite the heavy security, there are rogue NPCs who help orange players hide in the cities; as long as they don’t do anything foolish or make themselves known, they are safe.

Perhaps Kayaba had a sick sense of humor, or perhaps it was simply a coincidence, but the bane of low-level players everywhere ended up as the first floor's labyrinth guardian. The enormous Grath guarded the way to the floor boss's room, but NPCs and players alike swore they saw him roaming freely across the plains. Some even insisted the beast traveled with a sounder of smaller boars, all obeying his will, though that was never proven. When brave adventurers finally slain Grath, a monument was erected in his honor. Despite his death, old-timers enjoy swapping stories of this mysterious creature, affectionately nicknamed "Swine God."

Main Settlement:

<<Town of Beginnings>>

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The Starting City, more commonly known as the "Town of Beginnings", is located on the southern end of the floor. It rests over the edge of the floating castle. The metropolis has a diameter of approximately 1 kilometer and is the focal point of the floor, featuring the teleport gate in the central plaza. The city wall forms a semi-circle to the north. Grasslands surround the Town of Beginnings on all sides, and are populated primarily by boar and wolf-type monsters. The city itself houses nearly all commodities that a player could ever find themselves needing, but offers little in the way of comfort. Inns and taverns are plentiful though cheap and cramped. Markets are vast and shops are in generous abundance, yet the products they sell are often low quality and inexpensive. To the northwest of the Town of Beginnings, there is a large deciduous forest region. To the northeast is a lake region, filled with bodies of water of varying size and shape. Players must pass through either of the two areas before reaching a significantly more dangerous mountainous region containing ruins, valleys, and more difficult monsters. 

Sub-Settlements:

◉ « Horunka » 

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Horunka is a village located to the northwest of Starting City. It consists of ten buildings, including an inn, weapon shop, and tool shop, so it can serve as a hunting base. The town is surrounded by a dense forest, with one path leading into the village from the Town of Beginnings to the south, and one path leading out of the village and to the north. There are seven private NPC houses, one of which is a two-story building that offers the «Secret Medicine of the Forest» quest. 

◉ « Tolbana »

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Tolbana is the second largest town on the 1st Floor of Aincrad with a size of 200 meters from edge to edge. The city is surrounded by large castle walls, and is known for its white-walled windmill towers. Tolbana is also the closest town to the 1st Floor's Labyrinth, situated in a valley at a walking distance of thirty minutes. The settlement is made up of several NPC houses, eateries, and lodging accommodations for players. It is filled with water fountains of varying sizes, although the main plaza, known as «Fountain Square», has the largest. Tolbana also houses an amphitheater-like meeting place, which is a common venue for duels and party gatherings.

Other Locations:

◉ « The Stone Valley »

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When adventuring to the west of the Floor, players can find a valley consisting of rivers and forests surrounded by a low mountain range. The NPCs normally stay out of this area, as it is ripe with monsters. However, the area is full of vegetation and life perfect for wildlife to thrive. On the top of the mountain ranges, players may find that the temperature has hardly dropped, though the rocky area makes it harder to trek. In the westernmost area of the Stone Valley, one will find a large waterfall, filling the rivers that branch throughout the valley. The main stream from this waterfall cuts through the largest forest on the floor. This is widely known for being the location of the <<Secret Medicine of the Forest>> quest. This area takes up a large portion of the floor, and consists of many ecosystems.

◉ « Plains »

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Plains stretch over much of the floor, starting from just outside the walls of the <<Town of Beginnings>>. Many low-leveled players spend their time farming the weakest monsters in these areas. The grasslands contains many different attractions, such as ponds, caves, and incredible views of the sky itself. Floating chunks of land provide varying elevations for hunting opportunities.

◉ « Titan's Peak »

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Titan's Peak is the summit of Mount Katen. The altitude makes movement a bit sluggish, but there are no monsters on this summit. It is extremely high up, which gives a grand view of the entire floor. For those brave enough to lean over the edge, ledges jut haphazardly out of the cliff-face. Reaching one of these platforms will likely cost a player health, but will save them from dying to fall damage. It is said that duels have taken place on these small, dangerous platforms.

◉ « Monument to Grath »

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This enormous statue stands at nearly twenty feet tall, and can be found a short distance from the Town of Beginnings. It gazes over the plains where many claimed to have seen it before it's untimely demise. The monument was built to celebrate the fall of Grath, the players' first labyrinth guardian. Certainly an odd creation, many consider it a reminder to low-level players to be wary of boars. 

Transportation

Both Protected and Unprotected modes of transportation can be found from the <<Town of Beginnings>> and <<Tolbana>>, but there is only unprotected transportation coming from <<Horunka>>. Protected Transport is a horse-drawn carriage capable of transporting up to 6 players at a time. The carriage is covered, also protecting players from the elements. Unprotected Transport is provided by a lone horse, capable of taking two players at a time. 

Common Mobs of Floor One

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  • Boar - Boars are by far the weakest monsters on the floor. They tend to mind their own business until a player comes close enough or provokes them. They primarily attack by charging their foe, and if in a group, they can sometimes create a stampede. 
    • Locations: <<Plains>>
  • Wolf - Wolves are the primary predator within the forests, as they hunt wildlife, boars and players. They will keep their distance from players who are a very high level, as they tend to prey on the weaker targets. They rarely travel alone, and prefer to strike as a pack. 
    • Locations: <<Plains>>, <<The Stone Valley>>
  • Wargs - Wargs are larger and stronger than normal wolves, and tend to have a more monstrous look to them. Unlike wolves, Wargs will attack anyone and anything, regardless of level. They also travel either alone, or with a very small group.
    • Locations: <<The Stone Valley>>
  • Giant Worms - Giant worms typically live in the mountains and stone valleys, burrowing through the rock, and grinding it into soft dirt. This has caused certain areas to become dangerous to walk on. Normally, they don’t interact with players unless they are in the worm's way.
    • Locations: <<The Stone Valley>>
  • Giant Insects - Along with wolves, wargs, boars and other wildlife, giant insects can be found crawling around the first floor. Examples include beetles, ants, centipedes, etc. These insects usually target each other, but there is a small chance they will target the players instead.
    • Locations: <<The Stone Valley>>
  • Slimes - Found only in the wetlands, slimes hide in the muddy ground, or in the water itself. They tend to try and latch onto players, and will cause damage if they make contact with skin. While they do not appear to be affected by physical attacks at first, they are relatively weak creatures.
    • Locations: <<The Stone Valley>>

Field Boss of Floor One

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<<Nepent Variant>>

The <<Nepent Variant>> is a one and a half meter tall man-eating shrubbery consisting mostly of vines. It uses two long vines with razor sharp leaves at the ends as weapons to cut its opponents. They are rare and usually travel in groups of normal nepents without the large red flower or fruit atop of their head. Such flowers and fruits can be used to make potions to heal injuries. 

HP: 200/200 | MIT: 10 | DMG: 25 | ACC: 1 |  EVA: 0

Abilities:

  • Plant Frenzy | On MD 9-10, the Nepent will strike all party members for 35 DMG.
  • Photosynthesis | On CD 9-12, the Nepent will restore 15 HP and gain 5 MIT until its next turn.
  • Weapon Lock | Only Sword Arts of Rank 2 or lower may be used against this boss.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 1. [DMG/MIT/BLEED enhancements etc.]

Drop:

“Nepent’s Ovule" (T1/Consumable/Re-usable); Generates +1 hate for up to 4 mobs as a post action. Unaffected by Taunt and Fighting Spirit. Must be equipped in a Battle Ready slot.

« Floor One Labyrinth »

A dungeon consisting of twenty floors, with the boss room waiting at the end. The dungeon itself is 300 meters wide and 100 meters tall, providing plenty of space for fighting. Each floor consists of a maze-like structure, many paths leading to a dead-end and only one coming to the staircase up to the next floor. 

The layout of each of the Labyrinths floors remains relatively the same throughout it. The floors are covered in a lush green grass and the paths are made out by hallowed trees. These trees are close enough together so that players can't make it around them and must stick to the given path. Although the sun isn't visible, in every floor there appears to be natural lighting. A cool breeze wafts through the labyrinth and despite there being a floor above the players can always see a sky. Occasionally, a player will find a large tree in the center of a path. More powerful versions of the floor's various enemies spawn here, including an unusually high number of boars.

 Quests:
<<The First Lessons>>
<<Earning A Living>>
<<Feeding Your Enemy>>
<<Training Your Friend>>
<<Making Vows>>
<<Saying Vows>>
<<Nature's Treasure>>
<<Scents Of The Wild: Keepers Of Nature>>
<<SOTW: Mother Nature>>
<<Dragon Hunter's Anthology: Diary Of The Dragon Huntsman>>
<<Redemption>>


Boss Fight: The First? Dealing with Bandits

 

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<<Floor 02>>

The 2nd Floor of Aincrad is vast and mountainous. Being close to the base of the game's overall tower structure means that it is very close in size and breadth to the first floor.  It is likewise circular and nearly ten kilometers in diameter. The majority of the mountains include lush plateaus, tablelands and mesas with countless rivers of varying sizes cutting through and between them. The flora and fauna are not quite as diverse as those on the first floor, and most of the wilder areas are also overrun by various forms of giant insect. Tall pine forests cover the mountains and define large valleys and open plains near wide-flowing rivers.

NPC Inhabitants of this floor are all human and the majority of them keep to themselves. While considered to be generally safe, bandits and thieves remain plentiful in poorer areas and along isolated stretches of road. Most NPCs work on farms or tend market stalls and shops, but the overall sense is one of rural comfort and subsistence living.  Wealthy NPCs are rarely seen beyond their palatial houses, if they bother to come out at all.   Guards patrol the settlements and major highways, always on high-alert searching for hostile monsters and players alike.   Minor scuffles, squabbles and entanglements are not unusual, but local authorities respond quickly before things can get out of hand.

There is one place where the NPCs still fear to tread: the spiral mountain. According to rumors, a great beast lives upon the summit, capable of crushing an entire town flat. The locals built their cities of stone and surrounded them with walls in case the ever beast decided to leave its mountain. <<Armadelon the Crusher>> was an insanely large armadillidiidae that created the ruts of the spiral mountain. Foolishly, the NPCs attacked it themselves once before.  They were defeated by its near-impregnable defenses and crushing power. Local NPCs still do not believe the players defeated such a monster and remain in constant fear of the "Day of the Crusher" a day where the Crusher decides to destroy every human civilization. 

Main Settlement:

<<Urbus>>

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The main settlement of the 2nd Floor is known as "Urbus". The three hundred meter wide city finds itself on a butte surrounded by a small forest. With only one entrance, it is easily  defended from monsters and hostile players by the guards. There are several different amenities in the city, including inns, marketplaces, and even a church for players of a more spiritual mien. In the center of the town there is a large open ring of hard-packed dirt, limned by the edges of the cobblestone streets. This area is well-known for hosting duels and wide enough to accommodate the crowds that often gather to watch.

A concealed passage through the wall, located at the rear of the town, allows for more clandestine access, though reaching it up the cliff face can be a daunting task. Most of the guards of the town watch the main entrance and center, so orange-flagged players can easily move around in the back alleys and even enter less scrupulous locales. The Rusty Dagger tavern is known for being such a hangout for rogue type players and information brokers. The tavern is owned by a man named Rex - an NPC - who serves the drinks and keeps the patrons in order. Rex does not tolerate rough housing and will kick out any players who cause problems. As long as one treats and pays him well he will serve you well. 

Sub-Settlements:

◉ « Marome Village » 

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The closest settlement to Urbus is known as Marome. Although it is a guarded safe zone, it does not offer the same commodities as typical villages do. In reality, Marome is a large stone fortress, complete with a moat and drawbridge, surrounded by a small farming hamlet with long rolling fields of crops. The outermost ring of the fortress is typically open to the players and offers a small armorer and tailor's shop, but the innermost layers remain unseen and locked up.

◉ « Taran Village » 

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The furthest settlement from Urbus is Taran, a village comprised entirely of stone huts with slate roofs and lots partitioned with low rubblestone walls. The only exclusion to this design choice is the furniture, which are made from various types of wood and other materials. The small village is surrounded by large stone pillars, with heavily armored guards standing watch. The village, being a guarded safe zone, prevents player-killers from entering. Players can expect to be questioned of their business before entering the town. 

Other Locations 

◉ « Tablelands » 

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A series of large flatland areas to the West of Urbus, located atop high cliffs and nestled between surrounding hills. Each tableland is separated from its neighbors by deep gorges or sheer cliffs.  Typically arid and rocky with sparse vegetation, the high ground area offer little refuge for mobs or players alike.   Water sources here are scarce and the terrain has an especially hardy appearance as everything present must fight stubbornly to survive.   Monsters in the tablelands are often much stronger than their counterparts elsewhere on the floor, as they struggle to survive in this near wasteland.  Lower-leveled players can farm these areas, but should avoid the areas nearest the cliffs and gorges, where a simply slip and fall might easily prove fatal.

◉ « Rough Mountains »

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Most of the floor's terrain consists of a chain of table-top mountains, many of them covered with vegetation.  They include the Spiral Mountain, which rises high above the rest.  Small paths and trails can be found throughout, but are often rocky and hard to traverse.  The mountains are dotted with neutral critters and lower-leveled monsters, but are also known to conceal small bandits camps and the occasional elite animal mob. The easiest way for a player to scale up the side of the mountains is to use the indentions made by climbers pickaxes, rope ladders or the rare lift operated for a toll.

◉ « High Fields of Crossing »

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The High Fields of Crossing is located atop one of the numerous tablelands, approximately half an hour's walk north of Urbus. The area itself is widely regarded as a safe zone devoid of monsters, although there are no NPC guards to enforce this status.  Orange players can roam freely, though they may bear judgement and discomfort under the watchful gaze of their fellows.  The mountaintop is covered in a wide variety of flora, and is incredibly colorful and peaceful. It is the location of the Flora Festival every spring, and sections of the area can be rented by players for events.

◉ « Crystal Cave»

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A large cave of glowing colored crystals can be found a short distance from Urbus. The air inside is cool and damp. Despite being visually appealing, the paths in the area are often rocky and slick. The cave is spacious, allowing players to easily move inside and travel about. Many pools of fresh water can be found inside, unhabituated by monsters or fish. The only creatures that can be found inside are goblins and the occasional large spider. The crystals are known to be mined and used as colorful light sources. 

Transportation

There is protected transportation to every settlement of the Second Floor; however, there is not transportation to any other area of the floor. Protected Transportation is provided by ostrich-drawn carriages. The carriages can pull up to 4 players and The carriage is covered protecting players form the elements.

Common Mobs of Floor Two

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  • Giant Insects -  Giant bugs can be found almost everywhere on the floor, either crawling around on the ground or flying in the air. Ants, beetles, cicadas, and many other bugs. 
    • Locations: Throughout the floor.
  • Windwasps - Wasps that measure two feet in length. They are dark in color with green stripes and a stinger about half a foot in length. They are known for being essential to awakening the <<Windwasp Queen>>. 
    • Locations: <<Rough Mountains>>
  • Wild Ox - Powerful bull-like beasts capable of breaking through solid-stone while charging. Luckily, they are non-hostile unless provoked. 
    • Locations: <<Tablelands>> 
  • Goblin - Small, green, humanoid creatures lacking in technological advancement. While individually they are quite weak, they often travel and fight in groups. Wielding small daggers and spears, they are known to occasionally travel from their caves and hunt wildlife, harass players and even occasionally challenge players. 
    • Locations: Throughout the floor.

Field Boss of Floor Two

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<<The Wasp Queen>>

<<The Wasp Queen>> is a large wasp measuring four feet in height. With quick speeds and a stinger that can provide flurries of attacks, this field boss is more than capable of taking out scores of lower-levelled Players. It assaults Players after its very large hive is disturbed.  

HP: 315/315 | MIT: 20 | DMG: 35 | ACC: 0 | EVA: 1

Abilities:

  • Royal Stinger | On CD 6+, the Queen’s attacks will ignore 50% of the target’s MIT (rounded up).
  • Authority | Every two turns, the Queen’s DMG will increase by 5.
  • Weapon Lock | Only Sword Arts of Rank 3 or lower may be used against this boss.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 1. [DMG/MIT/BLEED enhancements etc.]

Drop:

“Matriarch’s Stinger" (T1/Consumable/Single Use); Increases Multiplier of SA attacks by 1 for the duration of one thread. ([DMG*(SA Multiplier)] becomes [DMG*(SA Multiplier + 1)]) 

« Floor Two Labyrinth »

The floor's labyrinth is contained within the Spiral Mountain. It appears to be a series of natural caverns with connecting burrows and tunnels created by the native giant insects.  They vary considerable in size, finish and stability, occasionally forcing players to squeeze through in single file or on their hands and knees.  

Players may choose one of two ways to scale to the top of the labyrinth. They can climb up the spiraling slope created by the rolling of the giant armadillidiidae monsters that infest the peak. If the players choose this route, they will be will have a direct path upward, but constantly have to find shelter from the rolling rocks or enormous pill bugs that come down the slope from the top of the labyrinth. The second option is to take the small tunnels created by the burrowing monsters. If players take the correct tunnels, they should find upward slopes that will eventually lead them to the peak of the mountain. 

The labyrinth contains no traps for players to stumble into, but many dead ends within the tunnels. Luckily, the tunnels are lit with the same glowing crystals found inside the crystal cave, though these are far too large for players to take, and are immortal objects immune to damage.  Mobs scuttle about the tunnels, but are attracted to sound and vibrations. If a player were to be wearing metal armor and scrape against a wall or allow their weapon to clang against something it could draw unwanted attention to the area.  The same pitfall can be used to create clever distractions by clever players. 

Quests:
<<Let There Be Light>>
<<Breaking The Unbreakable>>
<<DHA: The Demon Of The Mountains>>


Boss Fight: The Second? 'Cloaked man' Revealed

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<<Floor 03>>

The 3rd Floor of Aincrad consists primarily of expansive plains and dense forests, laced together by long winding rivers. Because the third floor is so close to the bottom of the Castle, it is similar to its predecessors in that it is primarily round in shape and rivals them in size, measuring just shy of ten kilometers in diameter. Most of the floor's central areas are flat, with the occasional grassy knoll breaking up the topography. High mountains ring the outer edge of the floor, but even the most acrobatic players would find their slopes too sheer to scale.  Roughly half of the flat lands are covered by thick and ancient deciduous forests that change to coniferous trees as they climb up into the mountains.  Dozens of smaller streams run from the surrounding mountains into slow moving rivers that pool into a large central lake.  No one seems to know where it lets out from there.

Two different races of NPCs dominate the third floor. The first kind is known as the Faune, who are human-like in appearance, save that they have the long fur-covered ears of a rabbit. These provide them with heightened hearing, making it nearly impossible to sneak up on them. Faune also have long fingers with claw-like nails for self-defense and a distinct ability to communicate with the entire forest using some form of six sense. Their connection to their forest realms enable them uncanny ability to detect uninvited guests within their forest. They also have some manner of nature-based magic that allows them to manipulate plant-life.  Ordinarily friendly, they have become cautious of the human players. The Faune live a quiet lifestyle in communion with  nature. Harming the forest in any way is a crime equal to that of murder in their eyes.

The second race of NPCs is far less friendly than the first. The insidious Fae are creatures with a spiritual connection to nature and dark magics. Their appearances vary greatly, possibly including bark-like hide, wings, horns, and a wide range of oddly colored skin. Generally slighter of build and stature than humans, their most notable feature are their eyes: one is always brightly-colored and the other dark.  Fae are often considered beautiful and graceful creatures, but they are also equally cruel and wicked.  They seek only to benefit themselves and their king, and are not above using their wiles to get whatever they want.  Fae often lurk outside of the floor's settlements where they prey on the unsuspecting players, tricking or provoking them to lure them into the woods, where than can more easily be ambushed. Unable to knowingly lie, they have mastered the art of double-speak, using cunning and clever deceit to achieve their goals.

The King of the Fae, Nyx, once plotted to take over the entire floor. He and a large group of his Fae followers used their blood to awaken a thousand-year-old treant named <<Blightwood the Maverick>>. The creature was set loose to destroy their enemies, with the arrogant expectation that they could subdue it and make it slumber again once their goals were achieved.  Blightwood had no intentions of being their puppet.  He drove the Fae from their homeland in the Dark Thicket and crushed any who sought to remain or return.  Nyx moved his court from the Dark Thicket and created another home that he called Faerie. His people kept a sentinel watch over the Dark Thicket to conceal their lord's shame and embarrassment and prevent its revelation.   Blightwood has since been slain, but the Fae have yet to reclaim their ancestral lands. 

Main Settlement:

<<Aruyt>>

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The floor's main settlement is known as "Aruyt", a large community found up in the trees in the eastern forests.  It is the home to the Faune. Many small huts are open and available for players to stay the night, offering modest comfort and simple amenities.  Large branches and rope bridges grant access to other areas of the town. Most are only are wide enough for two people to walk abreast.  The locals frequently caution new arrivals, lest they inadvertently find themselves falling into the shallow pools below.  Aruyt had only two direct access points: one a the north and the other to the south.  These entrances are large bridge-like trunks that access for carts and wagons onto larger trading platforms near each bridge. Both are heavily guarded by armed Faunes who wield daggers and hunting bows. Crafts and wares sold in the markets tend to be made of wood and other forest products, reflecting local resources and Faune cultural stylings.  Humans are relatively rare here, and often treated as bit of an exotic oddity attracting curiosity and scorn in measure equal to the NPCs' experiences or programming.

Sub-Settlements:

◉ « Town of Flora »

A homely village situated in the southern part of the floor. The settlement gets its name from the colorful fields of delilahs that surround it on every side, only broken by barely cobbled roads leading towards other nearby points of interest. The village is quaint and reminiscent of an old medieval town.  Buildings are tightly packed around a central square, then quickly become sparse beyond it.  Most are made of heavy timbers with some aged stonework covered in moss and vines.  Thatch roofs and wattle and daub are commonplace, with clay tiles reserved for the most important structures.  Faune and Fae both live here, most being exiles or the descendants of exiles from their ancestral homes. The Fae living here mostly keep to themselves, but unsurprisingly they are among the wealthiest in the town. 

◉ « Faerie »

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Faerie is the recently-established center to the relocated Fae court. After fleeing from Blightwood's takeover of the Dark Thicket, the Fae fled north in search of a new home. Hidden beyond the eponymously named 'Gates of Fae', players will find a beautiful place unlike any other on this floor. During the day, the sun reflects off a beautiful stream that flows through the center of a town that might be more aptly called a marvel. Beauty abounds in every corner of Faerie.  Nightly, the unique  Nightingbloom flowers open and emit a soft blue light that shed a twilight radiance about the entire area.   The Fae dance gracefully amidst their realm throughout the night, eating, drinking and playing merrily. Players who manage to reach this realm may join in the nightly rituals and celebration, but the Faune warn against eating or drinking any from any Fae feasts. If consumed, a player may fall asleep for days at a time depending on how much consumed. When they awake again, they will find themselves in a dark cavern found in the deepest reaches of Faerie. Above those caverns, at the center of the Fae realm, lies a small castle where the Fae King Nyx rules over his people. He is rumored to have served as king for over two centuries, as Fae do not die of old age and remain young forever, unless slain.

Other Locations

◉ « Forest of Wavering Mist » 

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A large forest stretching the span East of Flora to the outskirts of Aruyt. This section of the floor is made up of huge and ancient trees that are perpetually surrounded by thick and heavy mists.   Temperatures here are typically much colder than throughout the rest of the floor.  The forest is also strewn with treacherous paths that move with a random malevolence, seeking to confuse and misdirect any to unfortunate enough to wander them.  Monsters within the forest then prey upon the lost. The occasional Fae can also be found here as well, joyfully toying and tricking visitors without ever engaging with them directly. Some claim that an ancient pact between the Fae of the forest's fouler spirits is the source of their dark magics.

◉ « Spider Queen's Nest » 

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In the deepest, darkest reaches of the Forest of Wavering Mist is an area with large spiderwebs blanketing the trees. They are barely visible through the lingering fog and often discovered too late.  At the center of this, players can find a very large respawning mob called the <<Spider Queen>>. As soon as a player kills this mob, an egg in the nest will hatch and within the hour a new full grown Spider Queen will have grown. 

◉ « The Lake Below »

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A shallow lake found at the base of the giant trees below Aruyt.  Players unfortunate enough to misstep on one of the upper branches or fall from a platform or rope bridge may soon find themselves plunging into it.  The lake is actually more of a lagoon on the eastern edge of the floor's central body of water, where all of the floor's river pool. It is home to many different forms of wildlife and a popular location for fishing. Players will scarcely find any mobs here and will never find a Fae. However, the materials gathered here are in abundance and they may occasionally find items dropped by the Faune that fell into the lake. 

◉ « Cavern of Faeries »

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A very large, dimly lit cavernous area found in the deepest reaches of Faerie. Any players who awaken after consuming Fae food or drink will find themselves in the depths of this cavern.   As they try to find their way out, players will discover the less appealing side of the Fae. Numerous Faune captives are held here, locked in magically sealed cages and cells.  Fae regularly patrol the area, knowing full well that those who partook of their feasts will inevitably appear here.  They attack and capture anything and anyone they find.  Exploring the tunnels can reveal abominations of magic as the Fae prey upon their captives,  warping their bodies and minds into hideous creatures of destruction. These creatures are known as the Twisted. What part they play in the Fae King's malefic machinations remains to be seen.

Transportation

Faune would heavily frown upon using any animal for any form of work, so mounts and beasts of burden are rare here.  Teams of Faune sometimes pull carts and wagons themselves, but woven baskets are preferred for transporting goods.  Roads and trails are plentiful in the open plains, but grow significantly scarcer in the wooded regions.

Common Mobs of Floor Three

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  • Roaring Wolf - Medium sized yellow wolves that often hunt in packs. When they reach half health they howl out a cry for help, attracting even more wolves to the area. 
    • Locations: Anywhere, most often at night or in dark places.
  • Thicket Spider - A type arachnid who is known to ambush players by falling down on top of them from trees and biting them with their venomous fangs. 
    • Locations: <<Forest of Wavering Mist>>, <<Dark Thicket>>
  • Mountain Lion - Feline monsters known for hiding in waiting for susceptible prey to pass through. 
    • Locations: Anywhere near the outer ring of mountains.
  • Fae - While they can be non-hostile, many Fae out of settlements can be very hostile. Some may try to poke fun by tricking and deceiving players, other take a more direct approach. Brilliant, quick, and strong, Fae are very hard mobs to deal with. They wield long, slender blades much like those used by the Faune. They also are known to occasionally use dark magic to spin a battle into their favor. 
    • Locations: <<Forest of Wavering Mist>>, <<Dark Thicket>>, anywhere in or near Faerie.
  • Twisted - Once Faune, these creatures are hideous creations warped by the use of dark magic. The Fae have captured Faune and used magic to twist their mind and bodies into creatures whose only intent is to destroy. They are very powerful and fast, using their bare hands and claws to rip through opponents. 
    • Locations: <<Cavern of Faerie>>

Field Boss of Floor Three

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<<Dark Elf>>

<<Dark Elf>> is an elf, a fugitive to his own kind. He was cursed with darkness for meddling in the shadows and has been dishonored by his tribe that fled far away as mass numbers of players began to move into the area. Leaving him behind, he lives in spite to kill all who cross him. He moves swiftly and fights with great precision and his talent is notable. However, he has poor vitality. 

HP: 400/400 | MIT: 30 | DMG: 30 | ACC: 1 | EVA: 0

Abilities:

  • Elf’s Wit | On LD 15+, the Dark Elf will attack the target with the lowest hate instead.
  • Parry | On CD 6+, Dark Elf will prepare to parry the next attack, taking 50% less damage (rounded down).
  • Weapon Lock | Only Sword Arts of Rank 3 or lower may be used against this boss.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 1. [DMG/MIT/BLEED enhancements etc.]

Drop:

“Elven Armor Salve" (T1/Consumable/Re-usable); Once applied to the user’s armor, all attacks they perform will generate +1 hate. Does not stack with Fighting Spirit. [Misses generate 1 hate, hits 2 hate, and crits 3 hate.]

<< Floor Three Labyrinth >>

Called <<The Dark Thicket>> by all inhabitants of the floor, this place use to be the home to the Fae before Nyx had <<Blightwood the Maverick>> summoned. The labyrinth itself is a rather large maze. As the name suggests, the walls of the labyrinth are made of tightly woven together trees with thorns. The boss room remains at the center of the thicket, inside what use to be Nyx's castle. The place once looked much better, but the Fae used magic to make it harder for anyone to get to the center of the thicket.  The many winding turns now lead wandering adventurers in the wrong direction or into a Fae ambush.

The ceiling of the labyrinth is covered in a layer of dead grass that blocks most sunlight from reaching to ground level. The air is cold and dry and becomes even colder as you near the center. Illusions are commonplace and actively seek to delude, deceive and defeat those wandering the grounds.  Fae still actively patrol the area.  Anyone unfortunate enough to be captured will be sent to the Caverns of Faerie for 'repurposing.'

Quests:
<<Captured>>
<<Search For The Hoya>>
<<DHA: Lost Blessings & Ancient Evils>>



Boss Fight: << Escape from 3rd >>

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<<Floor 04>>

The 4th Floor of Aincrad consists entirely of a snow-covered forest with massive evergreen trees that grow to be as tall as twenty five meters. Smaller cedar trees and countless other breeds of pine litter for the forest floor, creating a dense, snowy woodland. Generally speaking, the topography is a mixture of rolling hills and flatlands interspersed with rugged, snow-covered peaks along the outer rim of the floor.  Those who manage to climb them, which is no small feat, are rewarded with a fantastic overview of the icy landscape that covers the entire floor.

Small rivers and lakes dot the floor's many valleys, but are nearly all frozen over.  Frozen waterfalls, ice flows and dams are all common.  Anyone who spends any time here quickly learns to test their footing before bearing weight, lest the very ground crack and break beneath their feet, or they suddenly find themselves swallowed by an unexpected drift of fine powder.  Snow often falls several times a day, and the cloud-cover is near constant.  The rare clear skies are taken by locals as omens of good times ahead.  Blizzards are frequent and can swallow such hopes just as quickly.  Though much of the underlying rock and stone is unchanging, the snow and ice atop it moves frequently making it hard to find your bearings or track a quarry.

The NPC inhabitants of this floor are all human.  There is no centralized government here, and no defining social class structure.  Everyone here lives in a state of isolation, with sparse houses and homesteads dotted throughout the landscape.  The environment is harsh, but it has made the people hearty and resilient.  The infinite winter forces a dependency on hunting and logging.  Local trade is dominated by skins and furs, cured and smoked meats, and a wide variety of wood products.  Despite the harsh environment, floor four seems especially popular among players looking to build their own home.  NPC children split their time between chores and play, while their parents toil.  Warm hearths and strong family bonds are commonplace, fueled by strong traditions of song and oral histories. 

Many tales and local legends tell of <<Snowmaw the Carnivorous>>, a massive white-furred beast said to have stalked the forest, walking on two legs. Its strength was greater than a titan's and it had a mouth large enough to eat a human whole.  It is said that no other villages exist on this level because Snowmaw devoured them all, laying was to all but Snowfrost. Only a warm fire and blanket, and going straight to sleep when your parent told you, could protect you from the beast.  Parents tell the story, still, to keep their little ones from straying into the woods.

Main Settlement:

<<Snowfrost>>

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Floor four's main settlement is known as "Snowfrost."  It is a cozy collection of buildings and cottages that form a small village on the eastern side of the floor. Despite the frigid weather, the town is still rather lively. Many NPCs can be found wandering about.  Shopkeepers, tradesmen and wandering merchants abound, especially given the small size of the town. Child NPCs often skate on the large frozen stream that cuts through the town, fed from nearby Frostbite Lake.  Snowfall in Snowfrost is all but constant, littering the streets and buildings with a new layer of snow on the hour.  The number of guards here is low, but they are all master huntsmen and not easily dismissed if challenged.  Most shops sell common wares and essentials, but there is a strange shop located near the center of the town named Frosty's Cafe which sells hot chocolate and is reputed to offer Aincrad's best selection and favors of ice cream. 

Other Locations

◉ « Frostbite Lake »

The Frostbite Lake is located approximately five hundred meters northwest of Snowfrost, nestled between the bases of two large mountains,  nearly one hundred meters long and seventy five wide. Players favor the location as a spot to ice fish, skate, or even simply relax and enjoy the picturesque view of the mountains. Despite the area not being a safe zone, monsters rarely spawn in this area, allowing players to relax and enjoy themselves. That hasn't stopped a plethora of rumors from sprouting up over time. Some say that an amazing treasure lays beneath the ice, while others say a terrible beast lurks in the frozen waters.

◉ « Winter Wood »

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A Snowy Forest, covering most of the fourth floor. Inhabited by many different kinds of animals and monsters, players spend most of their time within the Winter Wood while traveling. The ground is covered in a thick layer of snow as well as the Evergreen trees that blanket the massive area. a player might find the occasional NPC here, chopping wood or just walking around, but that is normally around Snowfrost Town where the monsters are scarce.   

◉ « The Starglades »

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The Starglades are an unguarded Safe Zone located approximately two hundred meters directly north of Snowfrost. It is, as its name would suggest, a glade in the middle of the otherwise dense forest. Although it seems unremarkable in the day, the true beauty of the location makes itself apparent at night, when openings in the forest canopy present players with a fantastic view of the night sky. No monsters spawn in the Starglades or immediate surrounding area, allowing it to be used for a place of respite during long hunting sessions in the wilderness.

◉ « Glacial Cove »

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The Glacial Cove is an unusual, out of the way gem whose existence is not widely known. In its frozen state, the cove becomes something of an ice cave that glows a fluorescent shade of blue during the day due to incoming sunlight.  It becomes a much darker shade when illuminated by moonlight during the night. The cove is home to large numbers of elite and high-level monsters, making it a relatively unsafe place to tread, but is rumored to contain many lost and valuable treasures.

Transportation

Snowshoes and sleds are the only truly reliable form of travel.  While some of the locals have horses, the ever-shifting snow drifts cover any roads and paths and are too treacherous for riding animals, save for short journeys on rare clear days.

Common Mobs of Floor Four

Spoiler
  • Ice Wolves - Wolves with pelts of pure white, normally hunting the Winter Woods with a small group. Their normal approach is to sneak up on players and ambush them from all sides. Many of the stronger ones have the ability to freeze an opponent. 
    • Locations: Anywhere
  • Bears - Roaming the woods are a few large bears that occasionally come out of their dens in search of food. Many of them can be found hunting for fish in the area where streams aren't frozen.
    • Locations: Anywhere
  • Rabid Moose - Very strange creatures found within the woods which randomly charge in, attack players and then flee the scene. If a player rolls a LD lower than five, the Moose manages to escape and is unable to be attacked. 
    • Locations: Anywhere
  • Ice Drakes - Young scaled reptiles with sharp talons and the ability to spread an icy mist from their mouth. The scales covering their body are hard and provide surprisingly strong protection. 
    • Locations: <<Glacial Cove>>
  • Ice Elementals - A floating ball created purely of ice and magic. It floats around, attacking players by pelting them with large chunks of ice. All elementals have the ability to freeze players and are immune to Freeze effects and damage themselves. However, it is said that they take double damage from burn effects and Flame Auras. 
    • Locations: <<Glacial Cove>>
  • Frost Trolls - Large primal beasts conditioned to survive within the harshest conditions. They have extreme strength and fight by pummeling their opponents into the ground. However, they lack speed and intelligence. 
    • Locations: <<Glacial Cove>>, <<Labyrinth>>

Field Boss of Floor Four

Spoiler

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<<Avalanche>>

<<Avalanche>> is an ice elemental found in the frozen tundra during a heavy snowstorm. While its origins are unknown, it is said to be slow but extremely powerful. Constructed entirely of ice, many have questioned how its existence is even possible. Towering at 15 feet tall, it is advised that only the most well-equipped Players dare take on this beast. 

HP: 525/525 | MIT: 50 | DMG: 45 | FROSTBITE: 2 slots of T1 | ACC: 0 | EVA: -1

Abilities:

  • Crystal Form | Avalanche will take no burn damage, but instead lose 5 MIT every time it would get burned. This effect stacks up to 3 times.
  • Shard Sweep | On CD 6+, Avalanche will throw shards in a sweeping motion at its opponents, hitting everyone for 30 unmitigatable DMG.
  • Clear Body | Immune to status conditions.
  • Weapon Lock | Only Sword Arts of Rank 4 or lower may be used against this boss.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 1. [DMG/MIT/BLEED enhancements etc.]

Drop:

“Snowfrost" (T1/Consumable/Single Use); Apply a slot of FROSTBITE to the user's weapon for a single thread.

<< Floor Four Labyrinth >>

The fourth floor's Labyrinth can be found at the northern edge of the level, where the Winter Wood ends.   Here sits a massive mountain with a single opening that appears to lead directly to its heart.  Unlike most other labyrinths, this one is a single large cavern carved out of the mountain's core.  Visibility is dreadfully poor, limited as a powerful and eternal magical blizzard that blankets the entire chamber in a heavy white veil of blowing snow. Crosswinds batter anyone who enters the space, disorienting them and threatening to steal away their footing.  Five tall, granite obelisks stand at equidistant points in the circular cavern.  They can be climbed, with some skill and effort, to gain vantage over the strange magical storm and make their way back to the exit. 

<<Snowmaw the Carnivorous>> is long dead, but many of his  <<Frost Troll>> minions still wander through the storm seeking unsuspecting victims to be offered as sacrifices to their departed master.  Little else remains here, save death and a lingering sense of devouring hunger that still howls in the winds.

 Quests:
<<The Night's King Trilogy>>
<<Absolute Zero>>
<<DHA: True Family>>


Boss Fight: Crimson Flames Ascending to F5

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<<Floor 05>>

The fifth floor consists almost entirely of deserts and barren, sandy wastelands with sparse signs of settlement scattered here and there. What civilization does exist here always congregates near or around a source of water.  Spiked and broken rock formation and rubble stone litter the landscape.  Plant life is limited to scrub brush and cactuses due to the extreme heat. Sandstorms frequently rage across the sands, affecting those who venture out unprepared.  In this harsh wilderness, there are very few places to seek shelter from the suns blazing heat. A few caves can be found scattered about in gorges and canyons, but they are often small and shall, providing protection for only a few at a time.   They are also popular spawning and shelter sites for local wildlife and to be approached with caution.

NPCs throughout the floor are human.  Resources here are very limited and most live their life in abject poverty.  There are few legitimate merchants to be found, many having become crooks and con artists in order to survive.  Banditry and theft are the closest thing available to common employment, and their spoils often pass as a source of supply for local merchants' stalls.  The rest is bartered or spent at the towns' pubs, drinking away gripes and tales of misfortune. Despite the dour lot of most on this floor, one group remains driven and determined towards their goal. Acting under the guise of "The True People", a group that moves in secret to worship their god, Chardark.  In their pursuits, The True People have mastered their arts of deceit, thievery and swordplay, offering everything they obtain to  appease their Scorpion King. Blending in perfectly with other NPCs, their only distinguishing feature is a small scorpion tattoo branded on their left wrist though it is normally kept covered. 

<<Chardark the Scorpion King>> was once the floor boss here.  Hidden beneath the sands of the desert, he thrived in pure darkness and intense heat. Chardark, with his almost impenetrable armor and pincers that could snap steel right in half, terrorized the floor in its ancient years, and re-awoke just as the game began. Luring victims into his lair with treasures and bounties given to it by its followers, Chardark was a vile and malevolent entity that fed on greed and avarice.  The True People still exist, but have been lost and without purpose since their god's demise.

Main Settlement:

<<Fortaleza>>

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One of the only settlements on the 5th floor, Fortaleza is surrounded by a sandstone brick wall meant to buffer against sandstorms and keep the wind and scouring dust from overwhelming the streets.  Two gates limit access, and guards patrol the top of the wall to prevent illicit entry.  Bribes are commonplace here, and serve to convince people to overlook or subvert the few existing rules.

Most of the town's structures are temporary, made up of little more than cloth and tapestries strewn between wooden poles, or just erected as awnings.  A few larger buildings are constructed out of polished sandstone and mud bricks, mortared together to withstand the harsh winds.  Roofs are often flat and framed in wood, with a clay tile or baked mud surface.   The town itself is little more than a market and bazar, full of shops, kiosks and the occasional tavern, but few residences.  There are only two inns, and patronage at one is said to guarantee forceful expulsion from any attempt to enter the other. 

Sub-Settlements:

◉ «Saharda» 

Spoiler

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Built around a rare oasis, the town of Saharda is a hotspot for traders and merchants alike. Unlike the other towns and forts located on floor five, Saharda has no natural or man-made defense system, and simply just relies on the good will of people to keep it safe.  This is rarely enough.  Bandits and raiders often swoop down in numbers from the surrounding hills, hoping for some easy plunder.  More daring and solitary souls merely cling to the shadows and pilfer whatever they happen to be able to fit in their pockets.  

◉ «Clycama» 

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The town of Clycama, located at the northernmost part of the floor, is the most remote outpost on the floor.  It sits on the very edge of Aincrad, looking out at the vast and endless skies beyond.  Located at the end of a deep sandstone canyon, the town was constructed where rare water flows collect and trickle over the edge of the world.  Intrepid NPCs constructed a dam here, long ago and at great cost, and created a small lake that provides enough sustenance for the town to survive.  Those glory days are long since past, however, and Clycama now barely stands in light of its crumbling state of disrepair.

Other Locations:

◉ «The Firefly Oasis»

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Just west of Fortaleza lies the Firefly Oasis. Though much smaller than Saharda’s oasis, the Firefly Oasis is still a hotspot for travelers to visit. Common, relatively harmless desert wildlife can often be seen prowling around the area, such as foxes, meerkats, and armadillo.  In the late evening, fireflies gather in great swarms over the pool's crystal clear water.  Their lights bestow a most magnificent orange-yellow glow about the place that is said to be among the floor's few, rare romantic gems.

◉ «The Calmest Badlands»

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Located just a kilometer or two away from Forteleza are the Calmest Badlands. Consisting of a slightly depressed series of flatlands separated by mysterious crystalline formations that create boundary-like fences between the different patches.  Viewed from afar and above, these patches are said to form some sort of strange pattern like some sort of grand game board played at by titans who abandoned their pastime long ago.  Desiccated winds blow through these lands, draining life-giving moisture away from any living creature foolish enough to wander here.  If there is anything worth finding in these desolate lands, no one has ever returned to tell of it.

◉ « El Paso del Diablo »

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A long, narrow, and winding canyon path that links a series of campsites, rest points and outposts leading from Fortaleza to Saharda.  it passes around the mountains, clinging to valley floors.  Sandstorms and ever-shifting sands have a tendency to obscure or even swallow whole sections of the trail and travelers tell of perils worse than just the heat, sand and occasional rockslides along its entire course.  Monsters prey on those who wander through the pass, which is rife with blind turns, choke points and other perfect ambush sites.  Local NPCs consider it a rite of passage to have run and survived this gauntlet at least once, and many boast about the number of times they have made the trek.  

◉ « El Perdido »

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El Perdido is a long and loosely defined section of floor five which occupies most of the wasteland areas to the west of Fortaleza.  Many foul creatures are said to live under the sands of this terrible and desolate terrain.  Scorching sun and heat bleach the seemingly endless sands of this all-consuming desert, separating the rest of the floor from its labyrinth. Terrors still stalk the desert here, preying upon any foolish enough to enter, or to be preyed upon by those with wit and heart enough to dare.  

Transportation

Stone markers identify loosely defined trails throughout the floor, the most notable of which is El Paso del Diablo.  Camels, horses and donkeys can be obtained from various sources around the floor, but struggle in areas of shifting sand and deep canyons.  Other than caravans setting themselves upon well-set routes, most people prefer to travel on foot.

Common Mobs of Floor Five

Spoiler
  • Saltworms - Large and long sand-colored worms encrusted in blinding white salt crystals that they pick up while digging through and under the flats. They have no sense of vision but make for it with their rows of dagger-like teeth.
    • Locations: <<The Calmest Badlands>>
  • Violent Armadillos - Larger than average armadillos that have developed a taste for blood. Their plates of armor make them hard to attack efficiently. 
    • Locations: <<El Paso del Diablo>>
  • Sand Hyenas - Travelling in packs around even the harshest of places are the Sand Hyenas. Matching the size of a medium-sized dog, these hyenas have fur that camouflages with the sand and sandstorms of floor four.
    • Location: <<El Paso del Diablo>>, <<The Calmest Badlands>>
  • Giant Rattlesnakes - Abnormally large rattlesnakes that can stretch to fifteen feet long.
    • Location: <<El Paso del Diablo>>, <<El Perdido>>
  • Rock Golems - A being made up of multiple rocks. Often hide in the sand or among other rocks to fool travelers and merchants.
    • Locations: <<El Paso del Diablo>>, <<The Calmest Badlands>>, <<Labyrinth>>
  • Giant Scorpions - Scorpions the size of a full-grown adult that range from colors like yellow to brown. They like to hide and bury themselves beneath the sand and surprise unsuspecting travelers with their abnormally large stingers.
    • Locations: <<The Calmest Badlands>>, <<El Perdido>>, <<Labyrinth>>

 

Field Boss of Floor Five

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<<Sand Shark>>

Without sight, the <<Sand Shark>> used perfected hearing and smell to stalk its prey. It is believed to be an ancient species of shark that somehow came back to the living. Without water, it adapted to swimming within the sand, and lost sight due to not needing it. It is able to hear any footsteps or movement atop of the sand, and smell anything a mile away. If encountered, its advised to remain as still as possible.  

HP: 555/555 | MIT: 35 | DMG: 50 | BLEED: 1 slot of T1 | ACC: 1 | EVA: 2

Abilities:

  • Bad Footing | Missing an attack against the Sand Shark causes the Player to get bogged down by the sandy environment, making the next attack against them deal 15 DMG more.
  • Sharp Jaws | On an MD 9-10, the Shark will reduce the MIT of its target by 10 for <<Sand Shark’s>> next attack, which will automatically target the same Player regardless of Hate values.
  • Weapon Lock | Only Sword Arts of Rank 4 or lower may be used against this boss.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 1. [DMG/MIT/BLEED enhancements etc.]

Drop:

“Sand Armor Potion" (T1/Consumable - Instant/Single Use); Functions like a Parry for the first attack the user sustains after consumption. Can stack with Parry to reduce incoming damage up to 75%.

<< Floor Five Labyrinth >>

The fifth floor labyrinth lies beneath the blistering sands, its many entrances concealed and difficult to find. The floors and walls are made of hard sand stone. Most of the rooms are bare, save and except for monsters that dwell therein.  Advancement leads downward, deeper and deeper beneath the desert.  The air is stale, and heat oppressive despite being hidden away from the sun.  Each level of the labyrinth becomes consistently harder to pass with more false leads and dead ends present.  The entire place is also unlit, making it that much harder to explore.  Traps are sparse, save the mob-filled pit rooms.  

Downward passage is limited to sand pits where players must voluntarily allow themselves to be swallowed down into the depths.  Choosing the wrong pit leads to nests of nasty angry mobs in overwhelming numbers followed by marching back up concealed stairs leading back to the previous level.  Four levels must be passed before reaching the guardians room on the fifth and final level.  It stands empty now, save for an elevating platform that will return visitors back to the start of the labyrinth.

Spoiler

Buffers to those without <<Night Vision>>
-1 ACC
-2 LD

Buffers to those without <<Survival>>
Lose 5 points of HP for every turn spent within the Labyrinth

Labyrinth Mechanics
Players may not advance in the labyrinth if a monster remains in the room and they must use the quicksand pits to move deeper within the labyrinth. Using the Loot Dice, they will find out if they managed to make it deeper in or ended up choosing the wrong path. All skills and consumables improve the loot dice as normal, helping to choose the right path. 

Note: After a player has found the correct path, they no longer need to roll for that floor again as they should know the correct way. Meaning, if a player made it to Floor Three before choosing the wrong path, they do no need to roll to pass through Floors One and Two, instead they just have to make a post passing through the floor. Every time you fail on a floor, the next time you search again, receive +2 LD to the roll. 

  • Floor One
    • One option, requiring a LD of 1-20 to proceed downward. 
  • Floor Two
    • Two Options, requiring a LD of 11-20 to proceed downward. 
  • Floor Three
    • Four Options, requiring a LD of 16-20 to proceed downward. 
  • Floor Four
    • Five Options, requiring a LD of 19-20 to proceed downward. 

Should a player fail to fail to choose the right path, they must fight Floor Leveled monsters equivalent to the failed floor level * amount of players.                 

Example: If a Players A and B were on Floor Three trying to make it to Floor Four but failed to choose the wrong path, they would fight 6 (3*2) monsters in total. 

 Quests:
<<Arabian Nights: The First Of Many>>
<<Butcher In The Sands>>
<<Bloodstained Land>>
<<The Traveler>>
<<DHA: Of Greed And Avarice>>


Boss Fight: Azure Flames Ascending to F6

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<<Floor 06>>

The sixth floor of the Aincradian castle embodies a large jungle with massive trees and vegetation. Most unsettled parts of the floor are absolutely covered in foliage with breaks for passage being extremely rare. The landscape is exhausting to traverse.  Hills and mountains dominate the landscape, clad in thousands of cacophonous waterfalls cascading ever downward into deep gorges below. The trees of the floor are notoriously and impossibly large, dwarfing even the greatest redwoods. Massive roots and branches create a labyrinth of nature, along with countless kudzu-covered ruins concealed around the floor. The vegetation is a perfect thriving habitat for many different species of animals and a perfect hunting ground for predators and plant-based monsters alike. 

The NPC inhabitants of the six floor are all human. These people call themselves Amazonians, and have learned to cope with life in the treacherous jungle. Each and every one of them is trained to be a skilled hunter and knows their hunting grounds intimately.  Cultural taboos keep the genders separate in their society.  The women live in the village of "Krycim", located on the western side of the floor, whereas the men live within the village of "Senimoh" in the far east.  Every year, on the first day of spring, twenty young men are sent from Senimoh to Krycim with nothing but a hunting knife. If they survive the journey, they may complete the "Ritual of Procreation". Afterwards, they return to their homeland with the boys born from the ritual's last cycle.   

A terrible blight once dwelled on this floor and swept through it regularly spreading misery and devastation. This foliage-based monstrosity spread its disease transforming plants such that they would cause a terrible disease the mind if consumed.  Many animals became rabid after is passing, and spread the taint if they were consumed themselves.  Tales are still told of humans succumbing to madness from the affliction.   Their deeds became a plague of nightmares upon their kin.   <<Oro the Blight>>, was eventually destroyed, at great costs, but many plants infected by his toxins still linger in the jungle to the spread his disease. Players seem to be immune to the worst of its effects, but can still succumb to sickness and extreme nausea for periods lasting hours, or even days.

Main Settlement:

<<Krycim>>
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Krycim is a village of about a hundred women located on the western side of the floor. Situated next to a large waterfall, it is well-supplied by several sources of fresh water, including springs and streams. The local architecture consists of delicately handcrafted reed-like structures supported on bamboo frames.and well created. It blends perfects with the surrounding areas, some items being carved within trees themselves. The housing and buildings are made of hard stone, however some of it has eroded and does not hold its former glory. The amazons here are normally kind even though they are not outspoken. However, middle-aged to older amazons are not very pleasant with male players as they believe them being there is against tradition unless its time for the Ritual of Procreation. 

Sub-Settlements:

◉ « Senimoh »

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<<Senimoh>> does not share the same beauty as Krycim as the eastern side of the floor does not hold the same beauty as the western. Senimoh is built right next to a swamp due to the fact that they use the swamp to catch larger food, even alligators. Due to this, many of the male Amazons wear crocodile skin as clothing for protection. Their houses are made of wood instead of stone, making them more insulated during winter times but lacking the same durability. The males eat far more meat than the women and much less plants. They normally hunt with spears crafted from wood and sharpened rocks. 

Other Locations:

◉ « Jungle Expanse»

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A area of rich green foliage with trees winding through in very thick patterns. Within its mass, much wildlife will find its home. Birds and insects are found in great numbers. Snakes, Primates, and even predators such as tigers live within. To the East, one will find far more diseased Foliage type monsters and to the West more animals that have migrated to escape the disease. Caution should be exercised in any area of the jungle and nothing should be eaten in case the player end up diseased.  

◉ « Ruins of Tsjericanth »

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The Ruins of Tsjericanth are a massive expanse of ruins, whose decayed buildings were made from a mixture of stone and clay that has mostly eroded from the constant rainfall. These ruins are filled with stone columns that are similar to the ones in Krycim, although they tell the story from the large snake beast's perspective and appear to have been constructed more recently than the ruins themselves. The detailed inscriptions claim that the Amazonian warriors attacked them unjustly and laid their sacred home to ruin. Nature has long since reclaimed the ruins, although there are still some ways inside the labyrinth-like ruined city. 

◉ « The Waterfall of the Sage »

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A great Waterfall flowing in the Easternmost area of the Floor. The water is smooth-flowing and calming to even look at. In front of the Waterfall are several large smooth stones that players can sit on and look into the water. Despite the time of day, the Waterfall glows, giving off a warm light. No monsters spawn around it, and the water itself cleanses the diseased plants around it. While gazing into the Waterfall, players can enter the physical world of their mind as they search to quell the darkness within them. Any players who are currently mediating become immortal objects and do not perceive anything around them. If anyone were to try to touch someone while in the mediating state, they would pass through them. However, legend has that if a married player wearing their wedding ring were to try to touch their meditating partner, then they too could be taken to that place. 

Transportation

There is no transportation on the Sixth Floor.  The foliage is too dense and topography too steep for any consistent roads, paths or pack animals.

Common Mobs of Floor Six

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  • Man-Eating Plants - Extremely Large plants that take the appearance of a Venus Fly Trap. They are known for capturing their opponent within their mouth and then slowly digesting them by dealing damage over time and keeping them immobile. 
    • Locations: <<Jungle Expanse>>
  • Killer Vine - Giant plants that have large flower and use long vines as whips to attack or strangle its victims. While immobile, they normally are in large groups, making them difficult to fight with piercing weapons such as spears. 
    • Locations: <<Jungle Expanse>>
  • Predators - Tiger's and Leopards have been known to attack the stray player or NPC, as normally humans are not diseased. Nornally they hunt alone, but it wouldn't be strange to find two mates hunting together. Those that have been diseased are far more aggressive than those who are not as they have no care for their own life. Alligators and carnivorous fish are found int he waters and swamps found on the floor
    • Locations: <<Jungle Expanse>>
  • Diseased Hunters - Normally those from Krycim that have eaten the diseased plants bearing fruits or nuts. It is a slow and painful descent into madness, they never make it back to Krycim and now they are fighting anything in sight, tooth and nail. While they still retain the ability to use weapons such as knives, they no longer require them. 
    • Locations: <<Jungle Expanse>>
  • Spirits of Tsjericanth - The fallen inhabitants of the ruin still roam the area, seeking revenge on the humans that had brought death to them and their city. While the spirits may be felled in battle, they will only be gone for a short time before their ethereal matter condenses once more. 
    • Locations: <<Ruins of Tsjericanth>>
  • Shadows of the Once - Those who fall to madness from their demons within the Waterfall become shadows of their formal selves, the human in them dying and becoming a physical manifestation of their Demons. While the player might be long dead, their body will travel around in the floor, attacking any players as their darkness and inner hate drives them forward. These Demons can't be reasoned with and their hosts are gone forever. These are very powerful beings, although finding them is extremely hard. 
    • Locations: <<Jungle Expanse>>

Field Boss of Floor Six

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<<Byakko>>

<<Byakko>> is a tiger of flame and smoke that prowls the sixth floor. It is considered the source of most wildfires in the area, and some claim that it draws its power from the infernos. It is best to deal with the creature quickly, before the blaze burns too hot, and <<Byakko>> can no longer be stopped.

HP: 690/690 | MIT: 45 | DMG: 75 | BURN: 1 slot of T2 | ACC: 1 | EVA: 1

Abilities:

  • Extinguish | Hitting Byakko with a Frostbite or Freeze effect will cause it to lose its BURN and ACC effects for the rest of the battle, tiring it out.
  • Frantic | On a CD of 9+, Byakko will attack a second time. This can only happen once per rotation.
  • Wildfire | Every third attack, Byakko will spend its turn trying to start a wildfire. Players must stun the monster to prevent it from doing so, or else on its next turn, everybody will receive 50 unmitigatable DMG and T2 BURN.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Tiger Rage" (T2/Consumable/Single Use); Sends the user’s senses into a frenzy, causing them to lose 10 MIT, but apply T2 BURN to any enemy they land a critical hit on for two turns. Lasts for one thread.

« Floor Six Labyrinth »

At the southern end of the Floor, players will find the labyrinth waiting for them.  Almost all plants and creatures are here infected by Oro's lingering blight.  Anyone approaching the labyrinth will first notice a large area blanketed with trees intertwined together to make a massive, and seemingly impenetrable wall.  With effort, a passage can be found, often in the form of a difficult-to-reach gap.  Beyond the tree-palisade, players have effectively entered the labyrinth. Upon entry, vines appear and snatch players by their legs then drag them to a random area somewhere in the labyrinth, making it difficult to map its layout. A grove of dead trees can be found in the centre of the maze.  The doors to the Boss chamber can be found within.

Monsters inside the labyrinth are invariably stronger than those in the other areas of the floor, feeding upon the rich soil and abundant sunlight that seems to reach every corner. There are no animals inside.  Only the plant-based monsters exist here.  Killer vines sprawl everywhere, covered with sharp thorns that render them dangerous on attack and defense. Man-eating plants are now equipped with serrated blade-like teeth, hungry to bleed the juices from their victims. The greenery is also constantly grasping and constricting at anything that wanders near, seeking to restrain it while other predatory plants come to devour the catch.

 Quests:
<<The Gemini>>
<<Calming The Soul>>
<<DHA: Plagues & Decay>>


Boss Fight: The Path To Floor Seven (Cleared)

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<<Floor 07>>

The seventh floor of Aincrad consists of a vast swaths of rocky and mountainous terrain, including several high peaks. Large portions of the floor are covered in coarse and hardy long grasses growing in thin patches of soil with rocky outcropping littering the landscape.  The topography is dynamic.  Slopes raise to almost sheer angles to create the massive cliffs. The higher mountain peaks are frequently covered in snow.  Small, gravel-strewn paths direct players from one location to the other, but large settlements are rare. Smaller settlements like hamlets and villages dot the lower slopes, but seldom offer the players anything more than a monster-free environment. The 7th Floor is notoriously exhausting to traverse because of the rough landscape, but it is also incredibly picturesque. Bandits and monsters also lurk about in great numbers.  The mountains are home to several different species of wildlife such as elk, moose, mule deer, and mountain goat. Predators such as wolves, bears, and bobcat find their hunting grounds around their bases and lower slopes.  The true threat on the floor comes from the aggressive elementally-aspected lizardmen tribes that lurk around every corner, ambushing players and NPCs alike.  Their origins remain a mystery, but they seek to actively drive players and NPCs away from all of the peaks on the floor, keeping them to the valleys.

The NPCs that reside on this floor are all hard-working humans with rugged features and strong work ethics. Each and every one of them can always be found busy, working to improve their own lives and those of the community where they reside. Life here is hard.  Each NPC also follows a specific trade, whether it be mining precious ore, working the livestock, crafting tools, or being a shop keep. None of them live in poverty and most seem content, but are also eminently practical people. From a young age, children's talents are assessed and then honed into which profession would be most suitable for them. Some find themselves to be the crafty merchant, a hunter, or even a guard to defend the settlements from monsters. 

It has always been held, among locals, that Nimbus' mountain was carved out by a great beast that sought to protect the humans. This gigantic creature created a home large enough for hundreds before moving away and entering a restful slumber, waiting until it would be needed once more.   It came as a great surprise, a few years ago, when a series of sudden, massive earthquakes began to randomly shake the entire floor.  They caused large rocks to fall on buildings within Nimbus' sanctuary cavern.  Many residents were convinced that they had somehow angered the Great Beast and began worshipping profusely.  Several players found themselves in the midst of this crisis and chose to take action.  Thanks to their efforts, the threat was swiftly ended. The Great Beast, more commonly known among players as Antharas the Unearthed, had begun to awaken from its slumber and was stirring the world in the process. The players hunted and killed the beast before it destroyed the settlement, as it became clear that the monster cared nothing for those who had taken shelter there and would wreak havoc upon its full awakening. Despite understanding that the Great Beast would have killed them, several local NPC's still give up offerings to it as thanks for creating their safe haven. 

Main Settlement:

<<Nimbus>>

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Floor Seven's main settlement is known as "Nimbus."   It is a massive stone fortress built inside a crudely hallowed out mountain. The heavily guarded stone city is home to most of the floor's NPCs. Those gathered here are live contented lives surrounded by a canopy of rock that cradles them protectively.  All of the structures are constructed entirely of stone, either carved from the walls or built out from them.  Fresh water springs provide a steady and reliable source of water which is gathered in several ornate fountains throughout the town - a symbol to their importance.  A heavy security presence also keeps crime to a minimum.  Should they feel like it, players can occupy themselves by mining for ore, apprenticing under an NPC blacksmith, or even training with the local militia.  Green crystals provide the most common source of illumination, and can be found inside most local homes, shops and lining the streets and tunnels.  These green crystals, called Lumen, are harvested from the depths of nearby mines and are essential to Nimbus' survival.  Their light is feared by the seemingly endless hordes of lizardmen that infest most of Floor Seven. Most guards, travelers, and merchants keep a few on hand to ward the monsters off, and they are endemic to every aspect of local art and culture.  Every NPC invariably wears a charm or jewelry of some sort that somehow features the crystals.

Sub-Settlements:

◉ «Deepedge» 

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Deepedge is the largest of the floor's settlements, outside of Nimbus. It is a village build on the steep incline of a mountainside, constructed from a mixture of stones of varying size, stained pine wood, and wattle and daub.  The entire town seems precariously perched on the edge of a deep gorge, ready to teeter of the edge without warning.  A pair of streams run along either side of the village, leading into a larger river that helps sustain the village's human inhabitants, supplemented by nearby pastures and hunting the abundant mountain goats that are common in the area. Their skins are common protection against the cold and chilling winds.  Lizardmen are the main and ever-present danger in the region.

Other Locations 

◉ « Rocky Plains »

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Most of the floor's few valleys and lowlands are filled with grassland littered by loose stones and rock outcroppings. The terrain is scenic, though the constant, rolling hills can be wearying for some. The weather trends between two extremes. The sun is either shining in the most beautiful way, or a torrential storm is constantly buffeting players with rain and casting lightning down on the ground.  These storms appear suddenly.  Any NPCs in the area immediately take shelter the moment they appear, for they conceal another peril.  Great swarms of Storm Lizardmen often use these gales as cover and rain down from the sky to attack, then vanish just as quickly in their aftermath.  Several different forms of wildlife can be found here such as antelope, coyotes, owls, and bison. 

◉ « Mountain Ranges »

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The entire floor is mountainous, but several large peaks dominate the terrain, towering over the rest of the landscape. They are littered with caves, dungeons, and monsters and are often traveled by players seeking adventure.  Little wildlife travels here, save the ever-present and innumerable mountain goats that are the lifeblood of survival for local inhabitants.  The cold climate in the upper reaches of each peak also makes them a perfect home for frost-lizardmen.  They have small lairs scattered throughout the area, and frequently wait in hiding behind rocks and in the snow for a foolish player or NPC to wander by. 

◉ «The Eye»

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The Eye is the highest point of the floor, located atop the tallest mountain.  Players located the landmark while searching for potential Easter eggs, and were mildly disappointed by its absence.  It was later discovered that, at noon, a mighty griffin appears, challenging any players from the sky to fight and if the players manage to defeat it before the allotted time runs out, they will receive an egg. It is rumored that if a player collects the right eggs, they can access a secret quest on the seventh floor that is rich with rewards. 

◉ «The Temple of Three»

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The Temple of Three is located on a path that leads up to one of the lesser peaks near the east end of the floor. Its architecture is reminiscent of Japanese temples, demonstrated by its use of shōji and tatami mats. Three stone statues are present in the main room of the temple, with inscriptions under each that read "Chansi", "Dharma", and "Vinaya" respectively. The third statue, Vinaya, has been destroyed, leaving only the pedestal remaining. The Keeper of the Temple is an elderly deaf man that never speaks. Supposedly there is a side-quest for those who manage to find and return the missing pieces of the statue that will reward them with a unique "cutscene". 

Transportation

There is no formal transportation system on the Seventh Floor, save minor trails and footpaths most commonly found in the lower hills and grasslands.  Rarer mountain paths lead up some of the mountain slopes, but they are rarely safe to travel.  A few daring players have attempted to domesticate wild mountain goats to use as mounts, but with mixed results.

Common Mobs of Floor Seven

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  • Rock-Lizardmen - Grey-scaled humanoid reptiles the live in the mid-slopes of most of the floor's peaks and favor using hammers and clubs as weapons. They are often found hiding in tall grasses, or in stony rubble, waiting for an unsuspecting player to walk by before leaping out to attack. Like most of the mobs on the floor, they are said to fear and recoil from the light of the Lumen crystals.  Rock-lizardmen always have MIT equal to at least half the damage that they deal.
    • Locations: <<Rocky Plains>>, <<Labyrinth>>
  • Frost-Lizardmen - White-scaled humanoid reptiles that dwell at the tops of the highest peaks throughout floor seven.  They blend in easily with the snow, hiding there and waiting for prey to walk by before making their attack. They can be held back with the use of a Lumen Crystal. Frost-lizardmen always have the Freeze and/or Frostbite, and are immune to the effects of both. Their weakness is that they take double damage from the Burn effect. 
    • Locations: <<Mountain Ranges>>, <<Labyrinth>>
  • Fire-Lizardmen - Crimson-scaled humanoid reptiles that are most common in the warmest areas of the Rocky Plains, often found sunning themselves on rocky outcroppings. Unlike their kin, they have no natural camouflage ability but make up for it in fighting prowess. They can be held back with the use of a Lumen Crystal. Their attacks always carry the Burn enhancement, and they all benefit from having the Fireproof enhancement.  Damage dealt by Freeze and Frostbite enhancements against them is doubled.
    • Locations: <<Rocky Plains>>, <<Labyrinth>> 
  • Storm-Lizardmen - Winged, humanoid reptiles with light blue coloring.  These creatures only show when the weather is at its worst and hunt down every player or NPC in sight. They favour spears and javelins, occasionally also using whips. These monsters are also known to combat using their sharp talons and attack from the air. These monsters always gain the benefit of the paralytic immunity enhancement, have a minimum of EVA 1.  Like the rest of their kin, they can be held at bay by the light of the Lumen crystals. 
    • Locations: Anywhere where the weather is storming
  • Golemite - Hiding amongst the rocks, these slow but durable monsters are comprised of nothing but rock making them indiscernible from the rest of the rocks on the ground. They have high damage and mitigation, but can't manage to dodge any attack giving their opponents perfect accuracy. Their bodies make most weapons useless.  Increase MIT by 50 against attacks made against these creatures, except by hammers, warhammers and martial arts (not claws).
    • Locations: Anywhere on this floor

Field Boss of Floor Seven

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<<Avian Avenger>>

Atop the peak of the highest mountain of the seventh floor, rumor tells of a large, predatory bird. It can only be found when the sun is highest in the sky. Most believe that something is meant to happen during this time, as the <<Avian Avenger>> attacks anyone who approaches the mountain. If Players manage to get close enough to the mountain's base, they will find an indestructible golden egg. The egg disappears once the Field Boss has been slain, but appears to do nothing else.

HP: 780/780 | MIT: 45 | DMG: 80 | ACC: 2 | EVA: 1

Abilities:

  • Twister | On an MD 9-10, the beast’s wings will stretch out and create a small tornado, targeting the player with the lowest MIT and stunning them for one turn, as well as dealing 100 mitigatable DMG instead.
  • King of the Sky | Due to the Avenger’s agility, players with two handed weapons will have -1 ACC when trying to hit him.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Gryphon’s Treasure" (T2/Consumable - Instant/Single Use); Using this item as a Free Action will cause winds to emerge from the pearl, pushing all nearby enemies away and resetting the user’s hate back to 0.

« Floor Seven Labyrinth »

The Floor Seven Labyrinth is found inside one of the peaks at the southern edge of the floor, where Antharas the Unearthed used to slumber.  The mountain somehow remains intact.  No one knows exactly how the Boss managed to enter and leave its own burrow. Players may enter the labyrinth from the top of the mountain, where they will find a large flat area with stone pillars scattered around. It was here that the labyrinth guardian sat and protected the entrance. Progress was made by travelling downward, deeper into the mountain.  The interior of the mountain is a death trap, split into three different areas.

The western area is alarmingly cold and slippery, decreasing players' EVA and ACC by 2, unless they have the Survival skill.  Any player that fails to roll a Natural LD of 3+ when posting will be frozen.  Players who use any item with a freeze enhancement have to roll a LD of 6+.  This area is also littered with Frost-Lizardmen.

The center of the mountain is littered with electrically charged crystals that fill the air with a powerful static. This static will paralyze any player that fails to roll a Natural LD of 3+ any time they are spending time in this area. Players using Heavy Armor have to Roll a LD of 6+. Storm-Lizardmen are known to hangout here, especially near the crystals.

The east side is horrendously hot and filled with areas with magma sitting in pools waiting for players to step into. Players in this area who lack the <<Survival>> skill have their base damage reduced by 2 and mitigation reduced by 18. Also, any players failing to roll a Natural LD of 3+ to avoid being burned suffer 10 DMG for the duration of 3 Posts. Players using the Burn enhancement have to roll a LD of 6+. Fire-Lizardmen enjoy soaking the warm magma while they wait for players to wander by. 

Players must make at least 3 out-of-combat posts in each area as they make their way through the mountain and fight four monsters from each area. No matter which path they chose, they will come to the same ending at the base of the mountain outside of the boss room. Should they venture into the boss room, they will find a large spacious empty room with cracks covering the sides of it as if something strained the mountain itself. An immortal object rests in the center of the room: an immense skeleton resembling that of a Tyrannosaurus Rex. 

Quests:
<<Case Of Wurms>>
<<AN: Unfinished Business>>
<<DHA: The King & The Conquerer>>


Boss Fight: Paving the way to 8

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<<Floor 08>>

The eighth floor of Aincrad is covered with a vast forest sprouting from one side of the land to the other with very few areas not covered with trees. The landscape is primarily flat with some large hills that are similarly covered in forest.  It is also home to countless rivers and streams.  Wandering the woods feels like you are surrounded by a vast hall of wide wooden columns reaching high above your head to a nearly constant canopy of green.  Most of the trees are larger than Redwoods and stretch between 60 and 80 feet above the forest floor before the dense canopy prevents further view.  Nearly all are deciduous, though conifers are more common near the floor’s outer edges. The forest floor varies from bare patches or rich brown soil to carpets of ferns and moss, with rare smaller groves of trees where the canopy is thinner.  The entire floor seems to exist in a perpetual state of late spring or early summer.  Light filters through the sky of leaves, but never in overwhelming brightness.  Rain, strangely, only seems to fall at night, giving the feeling of an endlessly leaky roof dripping down in a thousand thousand places, rather than in its more familiar wind-driven form.  Glades, where the canopy opens to reveal a brilliant azure sky above, are exceedingly rare, and treated as sacred spaces by all of the floor’s residents.

Two major factions of NPCs dominate this floor: the Elves and Treants. The two neighboring tribes occupy areas at opposite ends of the Floor with years of bloodshed further separating the two. The Elves are more numerous, faster, and benefit from great affinity for magic. Their seat of power is at the base of the Great Tree in the city of Ellesmera. The Treants are much larger in stature, each easily standing up to 30 feet tall and renown for their strength and resilience.  Their home is focused around the sacred glade of Baobab.   Both factions have been at odds for centuries, though their conflict has grown worse in the years since the defeat of the floor boss and now threatens the peace and serenity of the entire forest.

The Elves have a saying: where there is creation, destruction shall surely follow. On the 8th Floor, it had a name and was known as an enemy to the forest and its inhabitants, a plague that threatened their woods.  Feared by both the Elves and the Treants, <<Kro the Ruined>> was a malevolent creature.  Standing over ten foot tall, this monster of wood and fire, this vile pestilence consumed everything it touched, ravaging it, or worse.  Victims of its touch were set alight by its accursed flames and driven to madness, then loosed upon the very woods they once treasured and protected.  The Treants blame the Elves’ use of fire magics for spawning the demon, whereas the Elves blame the Treants for the same by their constant draw on the magic that sustains the forest.  The floor boss was killed when players reached the floor in their quest to Aincrad’s pinnacle, but the feud between both factions continues to fester. 

Main Settlement:

<<Ellesmera>>

Elven City with waterfall | Elven city, Fantasy city, Elf city

 

Ellesmera is the main settlement of the floor, and also the seat of the elven court.   The city stands in the midst of the forest overlooking a magnificent waterfall and the broad valley that opens below.  Its architecture is awe-inspiring, filled with splendid structures that are so  sculptural that they appear to have been grown rather than built.  Each is unique and graceful with swooping curves that mimic the lines of the landscape and foliage where they are nestled.  Everything here is built to gather water and reflect sunlight whether it be day or night.  It is said to be one of the greatest sights in Aincrad.

Hundreds of elves live in Ellesmera.  Each is as elegant and graceful, with a sense of ageless beauty that seems to defy the whims of time.  Most of the NPC residents claim to be over 200 years old.  There is also a notable absence of children in the city, especially compared to human settlements elsewhere in the game.  Elven children are a rare and treasured blessing, which is why their society seems to take the loss of each and every life so seriously.  Their war against the Treants has cost them much.  Only a small handful of children live in Ellesmera, and they are closely guarded.  The city is also protected by a tall palisade wall and watch towers made of parallel trees knitted together by the elves’ magic into an impressive barrier.

The city itself rests under the watchful eye of its queen, Haela, who is said to be nearing her millennium.  Her dwelling, a palatial residence by any standard, sits opposite The Great Tree in Ellesmera’s central square.  The Great Tree is regarded by all of the 8th Floor NPCs as the most important part of the forest, and is said to feed and sustain all of the floor’s woodlands and creatures with its life. It is also the subject of the ongoing strife between the Elves and Treants.  

Sub-Settlements:

◉ «Baobab»

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Forest Clearing by Mara-Elle on DeviantArt

Baobab can more accurately be described as a holy site than a settlement.  It is an accessible safe zone for all players located near the eastern edge of the floor.  Several dozen treants are present here at any given time, including their great king.  Most of them are disinterested in conversation, but a rare few might still be cajoled into speaking with a compelling player.  They have grown weary of war and the speed at which players seem to trounce through their lands.  There are no inns, shops or taverns in Baobab, though the soft mosses covering the ground throughout the glade is said to make a fine substitute for formal bedding with a blanket of warmth from the sun, and a quiet, peaceful atmosphere. It is one of the better places in Aincrad for those that just wish to bask in nature. The largest of the treants, their King, stands near the center of the clearing, watching over everything and waiting for the time that he may return to the mother tree, if he can ever wrest The Great Tree back from the elves. 

◉ «Florenthia» 

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Florenthia is a place of refuge to those who wish to escape the forest’s war. While not nearly as elegant or refined as Ellesmera, the village is functional enough for its residents and considered a cosy stop-over for travellers.  Elves and treants alike live here in harmony working together to make their own way without the worries of their kins’ ancient feud. They have given up the pursuit of the Great Tree in exchange for peace and a lack of bloodshed. Most are pariahs or exiles for making this choice, and have been shunned by their respective races as disgraces.  They have peace and comfort, though, and remain positive while they wait out the conflict on the sidelines.  Florenthia’s greatest worry is flooding, which plagues their low-lying settlement after every major rainfall.  Visitors here often remark that the buildings always seem to look brand new, likely because their predecessors recently floated away. 

Other Locations 

 « Forest of the Great Tree »

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All of the woodlands on the 8th Floor are said to have once been seeded and spread from a single sprout, which over time became the immense thing that now overshadows Ellesmera and is known as The Great Tree.  The entire forest is connected to it, and as it thrives or suffers, so does the fate of the woods.  Its reach extends to every corner of the floor, and somehow created a wide variety of flora that now thrive within its bounds.  Most of the forest consists of deciduous trees, though a few conifers can be found along the outer edges of the floor.  There is an abundance of wildlife in the woods, and elven hunters take care to garner only what they need for their survival and minimal trade.  Many monsters and field bosses are few, but the standard animals have been imbued with the forest’s strength.   They are far stronger than their typical kin on other floors and perfectly capable of taking on threats that would come to harm them.

◉ « No Man's Land »

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There is a wide swath of forest, roughly halfway between Ellesmera and Baobab, that has been utterly devastated by the conflict between the two factions.  Each side blames the other, but here the raw destructive powers at their disposals are laid bare.  Nearly three hundred feet long, and a hundred feet wide, the area remains charred and void of life.  Nothing has grown back since the battle that occurred here just before the floor boss fell.  Firefoxes are said to scamper through the debris, still searching for snacks, but nothing else living willingly enters this smoky clearing, where flames never seem to die.

 « Graveyard of the Willowed »

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North of Ellesmera sits a sepulcher where ashes are spread in memory of fallen elven warriors.  It is an odd custom that emerged due to the absence of bodies left to bury, and stand more as a field full of monuments than a proper graveyard.  Tall willow trees block out the sun and dozens of gravestones made out of various stained hardwoods have been etched with various elven glyphs and names.  A rare species of flower sprouts in the area and is said to hold the spirits of the fallen who are honored here. On the rarest of occasions, one will find a lone treant here looking onto the graves mournfully.  These remorseful soldiers spill forth their regrets in song for the actions that caused avoidable deaths.

Transportation

The elves are excellent and light-footed runners, and the treants too large and heavy to ride upon beasts or machines.  Neither would desecrate the forest floor by cladding it in stone to build a road.  Where necessary, goods are sometimes strapped to elk bound by magic to temporary service, but this is considered an imposition on the forest.

Common Mobs of Floor Eight

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  • Great Tailed Deer - A proud creature typically living in groups of three or four. Unless provoked, they will typically not attack players, but will not run away like the real world typical deer would. Their antlers are quite large and curve around their head making it easy to slash attackers. Despite their power, speed, they are known for their tails which are actually surprisingly long, soft, and fluffy. These beasts provide most of the meat that the elves eat and their tail's fur makes a lot of carpet and clothing. 
    • Locations: <<Forest of the Great Tree>>
  • Great Bear - A large beast that usually lives in solitude, its will attack anything deemed strong enough to be a threat.  Its razor-sharp claws slice through  armor and rip unwary players to tatters. The roars of a Great Bear are deafening and typically delivered while they stand 8-feet high on their hind legs. Many try to escape them by running away or climbing trees,  though few realize how quick they are for their size or how adept they are at following you up the trunk. 
    • Locations: <<Forest of the Great Tree>>
  • Firefox: The spirit of a fox with the breath of fire magic infused in it. These creatures were created by the elves and released near the city of Baobab to attack the treants and set them alight. They are rare, but attack and burn down anything in sight making them deadly to treants. Their only weakness is their fragility, as they rely on speed and guile over resilience. 
    • Locations: <<Forest of the Great Tree>>
  • Blazing Treant: Setting a treant alight causes it to lose all reason and attack anything that could even resemble an elf. Many fell to this fate while <<Kro the Ruined>> ravaged the woods, and they still respawn as such after his death.  Blazing treants are vicious and relentless, driven by blinding and self-destructive rage.  Their damage output far exceeds that of normal treants, as all receive the Burn enhancement. Their weakness is the loss of durability they suffer as a result of their condition. 
    • Locations: <<Forest of the Great Tree>>, <<Labyrinth>>
  • Rogue Elf - Some of the elves don't believe that players are on their side of the war.  The more extreme among them believe that they are an even greater threat to The Great Tree than the treants themselves. These radicals and renegades lash out against players in whatever ways they can, often operating individually, or in small cells, and nearly always out of the sight of their fellow Elves. 
    • Locations: <<Forest of the Great Tree>>

Field Boss of Floor Eight

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<<The Ashen One>>

Centuries ago, when people first began to settle in the woodlands, they met an ancient creature. This creature was intelligent, and possessed many powers over the life of the forest. After negotiation, it was this humble deity that created the firm foundation for Baobab, in return for humans remaining peaceful with the wood. After a human from Florenthia caused an accidental forest fire, <<The Ashen One>> became extremely volatile. While it leaves the villages themselves alone, it is extremely aggressive to Players wandering around in the forest. 

HP: 900/900 | MIT: 45 | DMG: 85 | ACC: 2 | EVA: 1

Abilities:

  • Smokescreen | Upon being hit by a crit, <<The Ashen One>> will release a cloud of ashes to blind the Players, giving them -1 ACC. Any party member can expend a Post Action to get rid of the cloud. If <<The Ashen One>> lands an MD 9-10 while the Smokescreen is up, all party members will take 110 mitigatable DMG and then the Smokescreen will fade.
  • Weakness | If afflicted with TOXIC VENOM, the firefox’ DMG will drop to 55, ACC to 1 and EVA to 0 for the duration of the status affliction.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.]  This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Firefox Tail" (T2/Consumable - Instant/Single Use); As a Free Action, the user lowers up to 4 enemies’ ACC by 1, as well as their MIT by 5*Player's Tier. Does not stack with Lullaby debuffs.

« Floor Eight Labyrinth »

The labyrinth on Floor eight is similar in looks to the area of <<No Man's Land>>. The ground and trees have been scorched, leaving hardly anything living. Players who enter are forced to travel through a land of smoke and ruin in search of the boss room.  Scarce paths are forged out in the midst of still-burning trees. Getting through this labyrinth is all about speed, as those who aren't cautious can succumb to the thick poisonous smoke that blankets the area. Other than the poisonous smoke, there is one other key difference between No Man's Land and the labyrinth. The monsters. This area is filled to the brim with Great Bears, Great Tailed Deer, and Blazing Treants. However, these aren't the normal version of the monsters. The monsters here remain afflicted by the dead floor boss’ curse. All of these creatures burn constantly with a black flame and have been driven to madness.  They attack everything not wreathed in the same black flame as their soulless eyes serve as glassy mirrors that reflect only fire. These crazed beasts are not to be taken lightly, as they each have increased damage, speed, and all have intent to kill on sight. 

Sunlight in this area is almost completely obscured by thick, hazy smoke, however the light of the flames make it quite easy to see in the area. Every post players make in the labyrinth take 20 unmitigatable damage (or 10 if they have the Survival skill).  

 Quests:
<<Monkey King>>
<<Elvish Conflict>>
<<Treant Conflict>>
<<SOTW: Ferocious Foe>>
<<DHA: The Keeper Of Life & Death>>

Boss Fight: Paving the Way to 9

 
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<<Floor 09>>

The 9th Floor of Aincrad is a craggy, lava-filled hellscape, covered in ash from the constant flow of lava and thick, low-hanging doomlike clouds that hover overhead like thick, angry blankets trying to smother everything below. The peaks of the local shattered tors spew great pillars of grey into the red-black sky and feeding it also with oppressive, magma-fed heat. The heat at Mount Kazan, the highest peak of the floor, is said to be overwhelming.  Tales tell that it is one of the hottest locations in all of Aincrad, reaching levels far beyond what a human being is able to withstand. The same stories claim that it is impossible to return from this place without scars, and that those who do are still so close to death that they are bedridden for days.  There is no greenery here.  What flora one might have existed has long-since been burned away or otherwise been starved of sunlight and precious water needed for its survival.  

NPC inhabitants of this floor are mostly charred and soot-covered humans and dwarves, all dark or copper-skinned from years of living in this area. They have adapted to the heat and wear only basic protective fabrics and leathers, covering as little as necessary in order to keep the searing heat at bay.  Water is more precious here than gold, and even those sources that exist are so tainted as to be toxic.  Hostile creatures here will not hesitate to gut you and drink your blood for its juices.  Bandits roam the wilderness in the guise of guides while prospectors turn to raiding their neighbors when desperation grows deep enough.  Rare resources abound, but so do those who will take any action to claim them.  Strangers are typically viewed with suspicion, or else considered marks ripe for plunder.  

Legends speak of a multi-headed creature that was once the primary source of the constant magma that permeates every corner of this floor.  Some believe that the creature emerged from its hidden lair randomly to raze the landscape and forge it anew with footsteps of molten lava.   Players came to know this vast creature as <<Grivas the Hydra>>, a many-headed drake that spewed fire as hot as the molten liquid the legends depicted.  They slew it, at great cost, and caused Mount Kazan’s great peak to be covered in a caul of cooled magma that remains there still.  Daring NPCs travelled to the top of the mountain and discovered that the volcano had become dormant.  The once-lethal site could now be visited with minimal threat.  Many have taken this as an opportunity to expand their exploits to the far reaches of the floor.  Small, new outposts and holds can now be found nestled across the floor. Since Mount Kazan's artificially imposed slumber, the overall heat of the floor has gradually moderated from that of a blazing inferno to simply hellish.  Golems and other rock-based creatures have risen in prominence, while their fiery kin have retreated to other, lesser bastions of heat and flame.

Main Settlement:

<<Yōgan Village>>

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Yōgan Village can be found at the base of Mount Kazan and is one of few, relatively safe locations on the 9th Floor.  It was originally established as a mining settlement and remains an active trading hub for those who seek ores, smelted metals and the like.  The Mining Guild hires thugs and mercenaries to keep out the worst of the rabble, but life here is harsh.  Everyone here is said to be looking for something, whether it's the prospect of fortune or the glory of hunting some great elemental beast, or just to fade into anonymity.  No one settles here to raise their family, at least not by choice. 

A barrier of cooled magma and rock surrounded the village in the aftermath of the floor boss’ death, sheltering it from the nearest and most dangerous flows.  it also serves as natural protection against the floor's many roving monsters.  Buildings here are made of vast, hollowed out chunks of obsidian, a deep, black volcanic glass also harvested in the nearby grounds and used to create tools and weapons.  Despite endless smoothing and polishing from wear, the obsidian remains sharp and causes frequent injury to locals and visitors aside.  Yōgan refuses to shed its edge.  It is considered a local rite of passage to have cut yourself on its dwellings and bled upon the shard-strewn streets at least once.  It might also explain the odd preponderance of cobblers in such a small settlement.

The only teleporter on the entire floor is located on a white marble slab in the center of the settlement, upon which no soot or ash can seem to fall or be placed.  The stone is not native to this floor, and none of the NPCs are aware of its origins.

Sub-Settlements:

 « Knorilt Village » 

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Knorilt Village is a smaller village located south of Yōgan, atop the inactive volcano Mount Hellion. Knorilt is home to a race of dwarves that harvest obsidian, and have build their homes out of lava rock and b yre-using the slag from their massive smelters. The village is notorious for reeking of sulfur, which seeps out of the ground and rocks. Knorilt lacks anything that isn't related to taverns, inns, gems and metalwork.   Most of those living here are employed by the Mining Guild and tensions often run high between the various competitive factions, each seeking to claim the next big find, or vying for promising territory for their next dig.  There is ample work to be found for those with strong backs, and even more so for those unencumbered by the trappings of morality.

Other Locations

◉ « Volcanic Flatlands »

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Great expanses of basalt and other ash-covered igneous rock comprise most of the ninth floor. Due to the nature of the constantly moving and cooling lava flows, the terrain itself is always changing. A built up mound of cooled volcanic rock may prove to have been but a blister and have popped to become a small pool of magma overnight. Monsters such as the rock golems and lava elementals can be found roaming across the flatlands, yet vast stretches of the floor can also feel eerily silent and empty.   There is a primordial quality to the place, that also seems to resent intrusion.   No sooner will a group of savvy adventurers set up camp only to discover that they've done so over a nest of magma vipers, or wake after restless slumber to find their position spontaneously surrounded by a raging flow of liquid fire.

◉ « Mount Stylahm »

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Mount Stylahm is the tallest volcano on the 9th Floor, towering over all of those below it. It is also aggressively active, regularly spewing lava from its peak that cools long before it reaches the base.  The volcano is home to a vast network of caves that run throughout its interior like a maze, leading all the way from its base and nearly reaching the apex. Some of the caverns are flooded with molten lava, and spontaneously shifting floods of the stuff are not uncommon. There are countless entrances into the cave network, but they change too frequently to be reliably mapped.  Adventurers favour the site because mobs and material spawn points seem to refresh much more frequently than normal.

◉ « The Profaned Peak »

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The Profaned Peak is a flat-topped mountain, whose peak is covered in a lake of lava. Sitting in the middle of the lake is a large stone platform, along with a massive throne said to have been carved from an ancient meteor.  A lone, long, stone walkway connects the platform to the northern edge of the mountain peak, allowing players to traverse the vast span. A massive jeweled crown made from gold and silver sits atop the seat, its edged burnt black and reeking of unholy blight. There are no records as to their origins, but the local NPCs believe it to have been the final resting place of an ancient race's king, one whose entire population was wiped out by some user of vile, infernal flames.

◉ « Wrought-Iron Ruins »

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To the west of Mount Kazan are a series of ruins notably composed of charred black iron, warped and pitted by the harshness of the environment.  This cursed area appears to be some sort of graveyard for restless, iron-clad soldiers whose armor has been seared to their undead flesh.  They can be seen wandering about the string of ruins, which look like fragments of some ancient wall or battlements.  Some claim that the site is an ancient battlefield. The path to these ruins is challenging to follow and seems to defy conventional mapping.  Even experienced guides seem to get lost trying to seek them out, and yet those travelling the floor come across them with disturbing regularity even when seeking to avoid them.

Transportation

While traversing the lava-filled floor in itself can be treacherous, one main trait is that the cooled lava flows have resulted in fairly level terrain, making it fairly easy to travel on foot. However, there are no real established forms of transportation for players on this floor. NPCs do have carts, but they are always in use for transporting various goods and resources.

Common Mobs of Floor Nine

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  • Rock Golems - Bulky, durable constructs formed from the massive abundance of raw magma and stone across the floor. Their bodies look like the encrusted surface of a simmering volcano, with a cooled, rock shell barely containing a molten interior.  They fight by swinging their massive arms in large sweeping patterns, but occasionally also rip off their own limbs and toss them at people.
    • Locations: <<Volcanic Flatlands>>, <<Mount Stylahm>>
  • Lava Elementals - Spirits of unbridled anger or passion invested into pure magma from the peak of Mount Kazan and other large volcanos of the floor. Swift and slick in their movements, their main sources of damage comes from bubbling gouts of fire spewed from their bodies, latching onto opponents or just searing them by their touch.  They rarely wander far from the pools that spawn them, lest they start to cool and grow sluggish.
    • Locations: <<Volcanic Flatlands>>, <<Profaned Peak>>
  • Pyre Vultures - Elemental avians with feathers like oversized flakes of ash and wrapped around a roiling inner core of pure fire.  They ride the violently unpredictable thermal current throughout the floor, concealing themselves in the thick smoky clouds.   Somehow able to sense their prey through the thick haze, they will swoop down in groups, scratching and scorching their targets with talons that are coated with volcanic glass.
    • Locations: Mountainous Regions
  • Iron Knights - The still moving sets of armor from battles long past. The armor of these creatures has been badly beaten and worn, but has not rusted over time due to the lack of moisture where they are found.  The flesh of their last occupant sometime remains, seared to the interior surface.  No longer retaining any form of intelligence, they will attack any living creature on sight, swinging wildly with their weapons.
    • Locations: <<Wrought-Iron Ruins>>

Field Boss of Floor Nine

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<<Phoenix>>

Born from the volcanoes that dot the floor, <<Phoenix>> soars over the criss-crossing rivers of lava. It is difficult to catch, and even more difficult to kill, due to its <<Ashborn>> skill. Anyone who kills the creature, however, will be handsomely rewarded.

HP: 975/975 | MIT: 50 | DMG: 90 | ACC: 2 | EVA: 2

Abilities:

  • Ashborn | Upon dropping to 0 HP, the Phoenix’ health will go back to 225, and its DMG will be boosted to 110. This can only happen once per battle.
  • Inferno| On an MD 9-10, the Phoenix will rain fire onto its opponents, hitting the Player with the highest hate for 150 mitigatable DMG and applying T2 Burn to the entire party.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Hellstorm" (T2/Consumable/Single Use); Apply an additional (20*Player's Tier) unmitigated damage to every attack for a single thread.

« Floor Nine Labyrinth »

The Floor Nine Labyrinth is found at the top of Mount Kazan, a perilous area that remains so even in the absence of the floor boss.  <<Grivas the Hydra>> once dwelled here, travelling through solid rock to create the ever-shifting tunnels that still litter the mountain.  Its lair was inside a secondary stone structure at the peak, housing another network of tunnels formed by the confluence of several volcanic rivers. Those rivers have mostly cooled and clogged up the network since Mount Kazan went dormant following Grivas' death, but some of the tunnels remain passable.

The boss chamber remains open and empty, and most of the clogged tunnels are filled with ash that can be cleared with effort.   Breathing is difficult, as every step and motion seems to churn the powdered rock back into the air. Players without the <<Survival>> skill or Fireproof enhancement take 10 unmitigatable damage for every post spent within the labyrinth and the tunnels leading up to the labyrinth boss room. The labyrinth boss room itself is large enough to offer a brief reprieve of breathable air, serving as a break point for those what wished to recover before turning back. Those wishing to travel further would have to pass through the even more dense volcanic fog. Players without the <<Survival>> skill or Fireproof enhancement take 20 unmitigatable damage every post spent within the deeper tunnels.  Those with one or the other take only 10 damage per post, whereas any well-prepared soul who has both would suffer no negative effects.

For the early tunnel network, players must make at least 2 out-of-combat posts (total, whether solo or in a group) and fight two monsters before they are able to reach the labyrinth boss room. Should they venture into the deeper network, they must make another 3 out-of-combat posts (total, whether solo or in a group) and fight three monsters before they are able to reach the floor boss room.   All monsters must meet loot minimum requirements for the highest level character present.  If they choose to venture in, they find a large platform made of volcanic rock, surrounded by a wide, deep bowl that once held a circular lake of magma, with various openings in the dome-like wall to let lava flow into the lake. An immortal object lies in the center of the room, a massive plate-like basalt structure, with a series of long, wispy clusters of volcanic glass all around it. Inspecting the top of the structure reveals what appears to be the hide of the boss, somehow since fused into the surface of the stone.

Quests:
<<Guardian Of Fire>>
<<Gatekeeper Of Fire>>
<<The Iron Guardian>>
<<Bandit Camp>>
<<DHA: Cavity Of Ruin>>


Boss Fight: Paving The Way To 10

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<<Floor 10>>

The 10th Floor of Aincrad appears to be located entirely underground, and is utterly devoid of sunlight.  Its seemingly endless network of caves and caverns is home to several unique features including: forests of giant glowing mushrooms, mazes of glowing crystals, and massive ravines with roaring waterfalls.  The floor has a distinct sense of beauty with the dim-blue lighting that comes from a wide variety of phosphorescent mosses, fungi and crystals.   Silence is among its most distinguishing characteristics, where the stillness of the air is suddenly shattered by distant screeches, and the dancing, disfigured forms of visitors’ own shadows playing tricks with them. Even the rivers cast off an eerie glow, their waters laced with assorted chemicals that can easily prove toxic and fatal to the unwary who drink from them.  Gaunt and skeletal creatures haunt the floor, the rarest and most dangerous among them locally referred to as ‘the Shadowed’.  Skeletal beasts and the animated remains of humanoids are most common.  Their Shadowed equivalents are little more than shades cast upon various surfaces who grow stronger in proximity to sources of interrupted light or outright darkness.  

The NPC inhabitants of this floor are the lingering spirits of dead souls still lamenting the loss of bright and vibrant lives.  They are the memories of lives long lost, still somehow anchored to the things, places and feelings that once made this a paradise.  Each one emanates a strong glow that grows brighter when their passions are stirred and dims as they lose hope or interest.  The brightness of each spirit stands in direct opposition to the Shadowed creatures that haunt the rest of the floor.  Whatever happened here was centered around the City of Yomi, which lingers like a giant, complex memento to a much better existence that is long since lost.  Players who visit this floor find themselves afflicted by an oppressive malaise that can quickly sour into full blown depression.  Some reports suggest that prolonged exposure can lead to dementia, or even outright insanity and the negative thoughts and emotions that pervade the entire floor relentlessly assault the minds and convictions of those who come to visit.  It is possible to interact with many of the spirits.  Some offer sage advice or information, but be wary.  Many have been driven mad by grief and loss and cling to existence only to fulfill some deep-seeded longing, that might range from finding a lost dolly to slaughtering anything that dares enter their home.

The entire floor is replete with mentions of <<Kagenomura>>.  Spirits show distaste to the name, but also remain fearful of it.  It is an apparent reference to a samurai lord who once wielded a blade that fumed with a heavy darkness. He was said to rule over a land of shadows, home to creatures of pure darkness, and that he was drawn to this floor by the ambitions of a local warrior obsessed with researching his tale and lore, eventually succumbing to madness in its pursuit. Players found and defeated Kagenomura long ago, stilling his terrifying blade. Despite the Samurai's death, the shadow realm has kept its hold on the rest of the floor with no sign of relinquishing its dominion. 

As an important note, tracking does not work on this floor.
 

Main Settlement:

<<Yomi>>

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Yomi was once a large city heavily influenced by traditional Japanese culture and architecture. The buildings are still in surprisingly good shape, but only echoes of those who once lived here remain. The stillness of the air and lack of any markets blankets the city in near-constant and oppressive silence. Twisted and withered trees line abandoned streets, glowing with a subtle pink haze at all times and acting as the common source of lighting for the settlement.  The lanterns that still dot the streets offering only cold and dark despair.  Players can find shops here, but are unable to purchase any of the items on display. Any items they attempt to manipulate dissolve into spectral dust eerily akin to the shards cast off by dying mobs.  The town is populated by spirits whose spectral bodies provide a dim light-blue glow and casting a sorrowful aura about them.  

Two skeletal dragons protect the town, one chained to each of the heavy archways that mark the entry gates.  Any monsters that wander too close are instantly vaporized by a spray of cold and acid emanating from random points in the guardian’s bodies.  Being the only settlement and safezone for the floor, Yomi is the closest thing to a gathering place for players on the floor.  Inns and taverns can be found, but they offer no amenities beyond a cold bed and empty hearth.
 

Other Locations

◉ « Endless Caverns »

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The entirety of the Tenth floor is taken up by the Endless Caverns. The expanse of ever-twisting caves and caverns are considered to be impossible to fully explore, in part because of the constant silent assault on the will and psyche of any who dare travel here.  Every nook and cranny reveals a new path, twisting and turning in three dimensions to confuse and confound. Terrain within the Endless Caverns is diverse, ranging from razor-sharp layers of shelf-like rock to slick fungal jungles, to mineral-encrusted, glistening pools of black, brackish water.  As one ventures out farther from Yomi, the ambient levels of light gradually fade while monsters and other denizens grow more nightmarish.  The closer players get to the Labyrinth, or the Void, the more their very perceptions of reality seem to become twisted in malevolent shadow.

◉ « Tartarus »

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A massive prison-like fortress, long abandoned by the inhabitants of the floor. The area is swamped with hostile enemies and mired in roiling miasma that slows passage and impairs sight. Should players make their way into the fortress, they will find themselves in conflict with the shadows of the long-departed guards, relentlessly hunting escaping prisoners. The keep’s interior walls are lined with iron-barred cells, some still containing spirits driven mad by the horrors they endured in their final days, or suffer still at the hands of their jailors. Wails can be heard echoing through the stone walls from the Banshee that supposedly haunts the grounds. 

◉ « The Void »

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At the farthest northern reaches of the floor, in the deepest depths and blackest darkness, there is a pit which has no bottom and leads nowhere.  Forty feet wide, its edge is marked by the decayed remains of an ancient serpent, perfectly arrayed around this strange wound in the world that some call an ouroboros.  Like the symbols of old, the serpent’s body circles back upon itself, devouring its own tail.  A feeling of eternal dread emanates from its center.

Glowing icy-blue flowers surround this portal, randomly dotting the area. Dubbed "Echo Flowers" by the players who discovered them, they are said to endlessly repeat the last sound to touch their petals. Whether it be the sound of fighting, speaking, or screaming; each flower continuously sings its last acquired sound, but always in a garbled, distorted manner that conveys a haunting quality the any living creature will inherently feel as ‘wrong’.  Most of the time, they merely scream, but wary travelers are sometimes treated to long lost bits of conversation from travelers exploring the area. On the rarest of occasions, in a perfect whisper a flower will ask, "Don't we all come from Darkness? Is that why we're so fond of seeing into it?" 

The closer the player gets to the edge of the void, the colder they feel, until the very blood in their veins and jelly in their eyes threatens to freeze and their breath falls like heavy fog from every hard fought exhalation.   Should a player actually venture into the void until they are engulfed by it, their heads will become filled with a cacophony of voices that overwhelm their senses.  Sometime later, they will awaken on a bed, back in Yomi with a dozen spirits gathered around them and gazinge at them frightfully with their soulless eyes. Many players speculate that some quest or item is out there that will reveal the way into the void.  For now, it remains a mystery to all. 

◉ « Stygian River »

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The largest river in the entirety of the floor, its waters are brackish and highly acidic.  Skeletal monster are occasionally drawn to it and completely dissolve mere moments after making contact with its putrid foulness. Players that simply touch the river will find themselves taking blight damage as their avatar begins to disintegrate.  Despite the palpable hazards the Stygian River remains popular for its fabled ability to reveal one's innermost desires by gazing into its waters.  Some claim that the constant miasmic haze that hovers over it can materialize those desires, but that any attempt to make contact with it will cause it to dissolve. 

Transportation

There is no Transportation on the Tenth Floor.  Roads and paths emerging from Yomi taper off and are subsumed by the wilderness mere yards from the gates.

Common Mobs of Floor Ten

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  • Skeletal Monsters - The Skeletal remains of various monsters and animals. Most are aggressive or quickly become so at the slightest provocation.  Often brittle with age, they typically break easily, especially in the face of crushing weapons and attacks. 
    • Locations: <<Endless Caverns>> <<Tartarus>> <<Labyrinth>>
  • Shadow Monsters - A lightless, spectral entity capable of combat and highly effective in low-lit areas. In darkness, they are often much bigger and their forms can be changed to be almost anything they desire, including a dragon, human, or even a monstrous beast. The amount of light is vital to their fighting prowess, and they often cower away from anyone wielding a Holy weapon. A few are non-aggressive though those are typically weaker and take on the forms of animals.
    • Locations: <<Endless Caverns>> <<Tartarus>> <<Labyrinth>>
  • Shadow Knights - Ancient guards and sentinels that patrol Tartarus. Now, with their spirits sundered, they are little more than shades encased in metal armor. They seem to carry special hatred for the living, and especially those who are naïve or innocent.
    • Locations: <<Tartarus>>
  • Drakes - These large, wingless lizards are among the rare and few living organisms left on the floor, these beasts have adapted to drink the floor’s toxic and acidic waters.  A general lack of food ensures they are very aggressive towards anything even remotely edible, especially players. 
    • Locations: <<Endless Caverns>>

Field Boss of Floor Ten

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<<Banshee>>

For centuries, the <<Banshee>> cried only to warn of impending death. Then, a distraught widow cursed the creature. Now she screams eternally within the walls of the prison Tartarus, a sound that can be heard all over Floor Ten.

HP: 650/650 | MIT: 30 | DMG: 100 | ACC: 1 | EVA: 2

Abilities:

  • Undead | <<Banshee>> can be targeted by healing skills, which will deal twice the heal they’d inflict as damage. [Example: First-Aid will deal 8% of max HP per Rank.]
  • Ghostly Form | All damage taken, unless dealt through healing, will be halved.
  • Ear Piercing Screech | On a CD of 9+, the Banshee will screech at the party instead of attacking, paralyzing everyone for one turn. This attack cannot occur twice in a row.
  • Tier Lock | For the duration of the fight, all of the participants’ stats that scale with Tier are calculated as though they’re Tier 2. [DMG/MIT/BLEED enhancements etc.] This skill only locks downward. Those at Tier 1 will still have T1 stats.

Drop:

“Bottled Banshee Scream" (T2/Consumable - Instant/Single Use); Free Action consumable that will stun all enemies for one turn without fail, but be destroyed in the process. This effect does not circumvent the standard stun cooldown.

« Floor Ten Labyrinth »

The Floor Ten Labyrinth is rather difficult to locate and access.  Instead of just finding an area,  players must instead find a peculiar black floating crystal that spawns rarely and only at the end of one of the floors deepest and most dangerous caverns. Making contact with this crystal in any way will cause the world to seem to melt around them, forcing them to enter a parallel world. Everything here is monochromatic, shifting between shades of black-and white.  The very reality of the world is distorted into a living nightmare.  Walls here are constantly shifting.  Whispers of dark desires fill the players’ minds, tempting them to give in to slumber. The player must travel through this Shadow World until they find the next black crystal and use it to return to the mortal plane of existence.  Their forms will, again, melt through the ground until the players find themselves back in their physical bodies, able to continue on with the Labyrinth. 

Spoiler

Labyrinth Rules

  • To complete the labyrinth, players must successfully travel at least three times through the shadow plane, and ultimately return to ‘reality’ where they will find themselves before the boss room door.  Any players may regress in the labyrinth by spending a post action to backtrack the way they came. After backtracking all of the way out, the player is officially out of the labyrinth and able to end the roleplay. A roleplay may not end inside the labyrinth. 
    • To advance through ‘real’ sides of the labyrinth, players must roleplay traveling through the stone maze and defeating two loot-minimum strength (for highest level player) skeletal monsters per player in the party before finding and activating the next Shadow Crystal.  
    • To advance through the ‘shadow’ side of the labyrinth, players must roleplay traveling through the black and white world with its shifting walls constantly changing the world around them. During this time, the players do not have a physical form, and their appearance shifts and distorts like a shadow. No items can be used, access to inventories is blocked, and items cannot be swapped in any way while in this plane of existence.  Returning to ‘reality’ requires each party to roll a collective LD of 45 times the number of players present in that party. Within the Shadow side, all forms of health regeneration are negated and each player suffers 3*Tier Blight damage every turn.  Anytime a player rolls the LD to search for the next crystal, the CD is also rolled. Any CD roll result of 2 or lower spawns one shadow monster per player in that party.  These creatures must meet loot minimums for the highest level character in the party.  The shadow monsters attack immediately on the same player’s turn. 

 

Quests:
<<SOTW: Leeching Nightmare>>
<<DHA: The Dragon Age Crusade>>


Boss: Paving the way to Floor 11

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