Uruga Dungeon
- A dungeon located deep in the Cor forest.
- It would be a shadow dungeon (mixture of shadow mission and dungeon)
- It would have difficulties like a shadow mission, but unlike shadow missions, every difficulty would have different fomors
- It would not be like Rath Castle missions, and it would be set up like Uladh dungeons with a different layout every time and not being able to see the whole map.
- Requires at least 3 people to enter the dungeon (like what pass dungeons and Peaca does)
- Has a time limit like shadow missions
The monsters would be as followed
Shadow Goblin Archers - Similar to hobgoblin archers but with more HP/Def/Prot and they possess normal range and magnum (they are also not retarded like some fomors we know and will switch to fist when needed).
Shadow Goblin Hunters - Super buffed up version of the Shadow Goblin Archer. These also possess AR,Crash Shot, Mirage Missle, and Support shot.
Shadow Goblin Grenaders - Similar to the metal skeleton bomb squad. They explode upon dying. Best to be killed with magic or range
Shadow Goblin Mage - Similar to hobgoblins except they use all the bolt spells. Also they can 2 hit + blaze for high but not insane damage. Around 200ish maybe? High Magic Defense
Shadow Goblin Fighter - These are like the hobgoblins that jump onto your raft except they wield a mace and shield. They can use the skills: defense, smash, charge, counter, windmill.
Shadow Goblin Tanker - A Giant hobgoblin. With stats comparable to that of shadow warriors in tail shadow missions. They possess the skills: Defense, Counter, Windguard, Goblin Taunt (makes us unable to hit any monster besides him for...30secs maybe?).
Shadow Goblins Swordsman - Similar to the boss of the Maize FH Dungeon.
Shadow Goblin Cleric - A hobgoblin that tries to stay out of harms way and just spams a fomor version of party heal that heals 20% of all fomor's hp in the room. Can also use normal heal on itself while being attacked, making it a pain to kill.
Different combinations of these monsters will spawn. Usually 1-2 spawns per room. Here is an example:
1 Tanker, 2 Mages, 2 Fighters, 1 Archers, 1Healer, 1 Hunter, 1 Swordsman.
How The Dungeon Would Work
Your party of 3-8 would go into the dungeon and the first floor would be similar to a normal dungeon with orbs and chest. With a random layout like a normal dungeon. The second floor gets interesting. After 3 normal room, the three portals appear, like the portal that appears in Fomor Attack Shadow Mission. Once you choose your portal you can't go back. Each portal leads to three different paths that have to be defeated. The boss will not appear until all the monsters on each of the paths have been defeated. When you group passes your path you will be teleported to one of the other paths that are unfinished. After each one of the paths are finished, you sent into the boss room to fight....umm...Shadow Gobzilla (idk lol). After you defeat him, you will recieve a completion bonus just like a shadow missions not to mention the high amount of mob exp.
Not only would this just fill the empty space in Iria, i believe it will also promote more teamwork and cooperation on Mabi. Parties will have to strategize to take out the healer and tanker while keeping the other damage dealing monsters under control. Also the splitting on the second floor would hopefully make the party divide and plan the division by each characters strong and weak points.
Yup, thats just my idea of that they should do :awesome: