[SIZE="3"]
Sidhe Snow Dungeon[/SIZE]
Quest
"Hey, there's something strange happening near Tir Chonail at Sidhe Sneachta. I don't know what it is but apparently they uncovered a hidden area up in the mountains. It's rather dangerous I heard but there seems to be a mysterious power lurking in the air around the dungeon. If that's any real indication, I heard that when they uncovered it, a huge entrance was discovered, however a great power is needed to actually go pass the barrier. Maybe you can talk to Duncan and see what he knows." - Treasuer Hunter
[_] Talk to Duncan
[_] Investigate the Entrance at Sidhe Sneachta
[_] Talk to Duncan
[_] Talk to Ferghus
[_] Talk to Duncan
Reward
*50,000 Experience Points
*10,000 gold
*10 AP
"There were rumors that long ago during the war with the fomors that a great fortress stood in the mountains of Tir Chonail. However there are conflicting mythologies whether it was the fomors or humans who were in control of that fortress. Some say it was fomors who controlled it then our ancestors in Tir Chonail took over it. Other tales say that it was a human fortress in which the fomors took down. However it appears that whatever the fortress is holding it is guarded by a power far stronger than any recorded magic in Erinn. I doubt the power of the druids can unlock it, however if it is from a power of a different world, then maybe it is possible." -
Duncan when asked about the Dungeon
[Image: http://puu.sh/6CCfV.jpg]
<Go left to find the fortress>
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[Spoiler="Storing your items and entering the dungeon"]
When you enter the dungeon there is a big entrance with a dark and black castle like gate. To pass through the gate, you must have an empty inventory and nothing equipped. There is a special bank nearby that you can store your stuff in. The NPC will also offer "Coin of Sealing" which will turn EVERYTHING you hold into your inventory into a single coin that is indestructible, untradeable, undroppable, unburnable, etc. This coin will instantly turn everything you have on, save for your current equip items and VIP clothing into a coin which you can restore everything by using it when it is the ONLY item left in your inventory.
The coin is bankable as it is suppose to be, but only in your own character tab. When you also deposit your equipped items in the bank as well (the bank is special and not connected to any other bank in Erinn, and unlike the normal bank, this bank is 3 tabs long per character.
When you bank everything and go to the gate naked, you can pass through it.
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[spoiler="Getting Prepared. Quest Board and Progress"]
You will start off as dungeon level 1 and you can check your ranking by talking to a <Treasure Hunter's Navigator>. The Navigator will explain your current status, progress, floors, and time in the dungeon. The Navigator will also report your ranking.
When you go to the dungeon entrance, you will notice that there is a board. When you check the board, a window will open up to show you the following:
<Current Floor Level> <Area of Floor Level> <Artifacts> <Friends> <Quest>
Current Floor Level - Displays the floor you last started or quit on. Since you're new it will be floor 1. It will also list your maximum floor as well.
Area of Floor Level - What type of area you're in. You may be in Level 13, Lonely Castle or Level 78, Hell's Labyrinth. It will also list the area of the floor of the maximum floor you reached.
Artifacts - Artifacts found in dungeon that you can use to give yourself a boost when going in. Some artifacts are things like +10~25% exp, +10~25% gold, +4% fishing rate... and the extremely rare artifacts such as the "Cauldron of Dagdha" which will, for example, allow you to make an item one rank higher of what skill it represents. (If an item requires rank B cooking, but you have rank C cooking, using the artifact will raise it by 1 rank so you can make it as if you have B rank cooking). However stacking artifacts (like two cooking cauldrons) will not work, but 1 campfire and 1 cooking will. There are only 4 slots of artifacts you can choose, and once you use them, they are
consumed for that one instance. There are also NX artifacts you can purchase, but that's a different story.
Friends - Will keep a list of people who you go into the dungeon often. This is different from your friends list in that you can keep a list of people who you only dungeon with separately. This list can also send an "invitation" across channels to that friend if they are in the Dungeon Gateway in their respective channel.
Quest: When you select a quest, you can start on any floor except floors higher than what you have reached before. To unlock more floors, you have to beat the highest current floor to unlock. You can go solo or bring up to 3 other allies (making a party of four). Allies must be within at least 5 floors of the quest you pick. Example: If you pick a level 52 floor, an ally must be at least 47 to join or higher. Also if you bring an ally who is on a lower level floor to a higher one, that ally will not unlock that floor for their own personal journal.
Once you got that set, select a quest... when you do, you can then form a party up to a maximum of 4 in the party (yourself + an ally). When you are set with a party, go up to the castle gate and click to enter. A cutscene will play of you and your teammates entering the dungeon alone.
It should be noted that if a teammate disconnects, they can rejoin your party at the quest board and re-enter the dungeon at the starting floor of that dungeon as long as someone is still inside and the dungeon has not yet been completed.
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[spoiler="Starting the Dungeon"]
When you start the dungeon, you will enter the current floor. In this case, you will be on Floor 1, Lonely Castle. The theme and style of the dungeon will vary. Also each floor is randomize when you enter. With floors getting longer the higher the level.
When you start, you and your teammates will find yourself in the starting room. Starting Room will include items such as food that heals you when eaten (you can hot key these) and basic equipment. Here you will meet the npc <Treasure Hunter> who can sell you certain stuff for "Rusty Gold" coins you find in the dungeon. The starting room is safe. Also the <Treasure Hunter> will take you back to the surface if you want to quit the dungeon.
Depending on how the randomizing is, there may be many entrance on where to go, and some of them locked without the proper key.
Since you are starting, the available items will most likely be a Wooden Sword, Wooden Shield, Wooden Spear, Crudely Crafted Wooden Wand, and other Wooden Equipment.
Each equipment has a durability, and unlike regular Mabinogi equipment, the durability of each equipment goes down faster the stronger the skill is. Example: A meteor strike will greatly reduce the durability of a staff where casting firebolt will not.
Equipment can break and will disappear from your inventory, new equipment must be found or made. When you are properly equipped, you can start the dungeon.
However do note about the Celestial Chest that is located at every starting dungeon. Celestial Chest are chest where you can store items and it can be withdrawn at another floor. Celestial Chest appears at the Starting Room and at the Reward Room. Since the magic at the castle is meek, if you try to leave the dungeon without storing it in a chest, the item will disappear when you leave the dungeon or go to another floor. Celestial Chest can, at the start, hold only 3 items. However as you progress, you can find items that you can use on a Celestial Chest that can increase its inventory slot. That will be explained later.
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[SIZE="3"]Room Types[/SIZE]
Aside from hallways, corridors, or other aesthetic pathways, you will encounter many different rooms with objectives. Enemies CAN appear during these passageways or rooms, so please be on guard.
[spoiler="Battle Room"]
As it says, a battle room is where you enter a room, hit an orb and fight enemies wave after wave. Battle Room are your typical Mabinogi flavor of battling enemies. Depending on the room type (small, medium, large, or arena), this can be easy or difficult. Battle Room must be fought until all enemies are cleared, then the room unlocks or a key unlocks.
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[spoiler="Crafting Room"]
There are some rooms in which there will be an npc or ghost who, in order to pass through the room will require you to craft items. These can be anywhere from Crafting, Tailoring, Blacksmith, Synthesis, etc.
Quest may include things like "Craft 12 Obsidian Broadswords". There are materials around the room that can give unlimited amounts of materials to make it. Be warn, that some of these are unable to be completed if either you or your teammates do not have the required skill. (example: Obsidian Broadswords is a rank 9 crafting item, but it appears if your blacksmithing rank is at least rank C. If none of you or your allies' blacksmithing rank is at least rank C, this will render it in-completable. [/spoiler]
[spoiler="Magical Altar Protection Room"]
A magical altar will be in the center. You or a teammate has to "interact" with it which will cause a magical gauge to fill up. Once it reaches 100% the room will be cleared.
However it won't be easy, wave after wave of enemies will run after you. Solo, you can leave the altar to fight, but if an enemy reaches the table behind and steps on the altar, the percent will decrease. So it is better to bring teammates to protect one while using the magical altar. However, it is possible to do it solo, though difficult, if one has enough power to do so.
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[spoiler="Puzzle Logic Room"]
These come in many different flavors. But it usually includes 5-10 choices (either doorways or drinks). Each Puzzle Logic Room will give a riddle on which one is the correct choice, but one must use logic. Failure to do so may result in death, enemies to fight, or other nasty side effects.
Successfully passing these rooms will award safe passage.
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[spoiler="Sacrifice Altar"]
Typical puzzle often found in shadow missions like in Offering or Enemy behind. You kill enemies into the dead circle as it gets smaller. When it is at its smallest size, the door or a key will drop.
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[spoiler="Kitchen"]
A room that is like a safety room in which players may cook. The appropriate ingredients may be found here or the proper materials (such as a cooking pot) but not always be available (sometimes finding a cooking pot in another room is needed). Cooking food is necessary at times, especially if the floor is long. Higher ranks of cooking will allow one to cook better food.
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[Spoiler="War of the Spirits"]
Just like in the Halloween Event, there will be two opposing sides fighting, you must kill both sides to progress.
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[spoiler="Construction Room"]
Construction Rooms are unique is that they may contain a pedestal and you may need 5 pieces to complete a statue. These pieces are often rewards in other rooms and must be brought to the pedestal to unlock a passage or a reward room. Construction Room often allows great reward if successfully completed.
It is not strange for the construction room to require skills, such as crafting a bridge. To make the bridge, you may need 6 bridge planks and need at least the required crafting skill to make it (such as rank A handicraft and rank B blacksmithing). Harder skill ranks usually reward better items if completed.
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More to come...
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[SIZE="3"]Obstructions and Special Areas[/SIZE]
[spoiler="Obstructions"]
Often during exploration, you may encounter things blocking your path. Often you may need different skill ranks to overcome these. For example vines may block a room, but the only way to go through it is to burn it, but it may require a campfire rank of A or above.
Other times you may encounter rocks blocking and you may need higher mining skill to overcome, or poisonous grass which may require a higher rank herbalism to pull out and create a path. Remember to bring people with varied skills. While lower floors have low requirements, higher floors may start requesting skill ranks as high as rank 5+ and some even higher.
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[spoiler="Fishing Rooms"]
Often, you can come across water where you can see the animation of ripples across. These are fishing rooms, if you have a fishing rod, you can use it to fish. Fish have good properties in that they are used for rejuvenation. Some fishing spots cannot be used until all the monsters in a room is cleared.
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[spoiler="Farming Rooms"]
A person can come across farm rooms in which with the proper tool and skill rank, can pull out produce from the appropriate area. Produce is often used to create not only healing items but for special potions such as anti poison or even poison themselves to use on weaponry. They may also create potions that may make one immune to poison or even other status effects for a short time. Higher Cooking may even enable food to grant special effects for a duration, such as berserker, or magic speed up, etc.
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[spoiler="Ore Rooms"]
Sometimes you may encounter ore rooms, these are important as they can be used to create higher level equipment. The type of ore needed to mine may vary, but they all have different mining skill requirements. Also, you may come across ore that may require that you have a higher grade pickaxe in addition to the mining rank needed to pull these out.
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[spoiler="Blacksmith's room/Tailoring Room"]
You may come across rooms in which a massive furnace or loom may appear. If you have collected ores, you can use the furnace to smelt your items. However to smelt certain ores, not only you need the proper refine rank, but the proper wood too. An ore that requires normal wood can be smelt with higher grade, but an ore is extremely durable that accepts fine wood will not accept average or normal, but finest wood is okay.
When blacksmithing, you not only need the proper rank, but also the proper tool of an hammer made exactly ONE rank below the ore you got. For example, making an Amedium Armor will require you to use a hammer of Chromu (which is one rank below Amedium) or higher hammer to make it.
Same applies for carpentry or tailoring.
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[SIZE="3"]
Equipment Grade and Ranks[/SIZE]
It is good to know what type of equipment grades are. Each time you discover a new grade, the <Treasure Hunter> or <Treasure Hunter Navigator> will tell you what each tier of grade is and list them out. The tier of grade, from weakest to strongest is as follows.
[spoiler="Ores, Armors, and Equipment"]
Wooden - > Stone - > Copper - > Iron - > Chromu - > Amedium - > Promolanthis - > Vierana - > Spiritulus - > Adamantium
Wooden is given at level 1 and can be dropped. It is possible for enemies to drop higher level equipment but rarely do so. Each equipment grade gives incredible durability and the higher rank will lower the damage penalty for using higher level spells, with Adamantium being nigh unbreakable.
Also certain ores may give the armor/weapon it creates special properties. For example, Chromu made items will make the wearer immune to things such as slow walk where as Promolanthis will make the wearer take much less fire damage.
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[spoiler="Clothes and Leather"]
Cheap Cloth - > Average Cloth - > Common Cloth - > Fine Cloth - > Finest Cloth - > Veredian - > Mosalpian - > Isacarian - > Dualeris - > Adamagican
Clothes and Armor are useful in that not only they boost the magical attributes or range speed or power depending on what is crafted (such as wizard type clothing or ranger type clothing), but they help reduce the amount of durability loss when using higher level spells.
It is good to know that different cloths can boost or add special attributes, such as Fine Cloth will add in Mana Reduction whereas Isacarian will allow one to cast spells over further distances.
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It is good to keep track that all materials that can be made need specific smithing, carpentry, tailoring, handicraft rank in order to be crafted as well as the respected tools.
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[SIZE="3"]Reward and Boss Room[/SIZE]
[Spoiler="Finding and Fighting the Boss"]
There is a boss room where you need to reach. When you reach the boss room and unlock it with a boss key, the boss will spawn. Different bosses will depend on what area of the dungeon you are in. I.e. Lonely Castle will pick between the Castle Golem, or a Vampire Noble, whereas the Floors of the Abyss will pick the Grimm Reaper, Basilisk, or Fallen Angel as the boss.
The room size and type may be randomize. It is also good to know that some bosses may have special requirements, such as when they take damage, they will go into a mirror to retreat and one needs to break the correct mirror or else the boss recovers some of their hp and wounds.
When the boss is completed the reward will show up. Also bosses may drop artifacts, Celestial Star (which will add another slot to the Celestial Chest), higher grade equipment, and rarely, a legendary.
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[spoiler="Reward Room and Mission Complete"]
It is not necessary to explore all the floors in order to finish the dungeon, but how you did in the dungeon will be graded. The following are taken into account:
Floor Completion (as a %) - How much of the floor did you explore. If you went directly to the boss room without exploring once you find the key and the boss room's location, your percent will be much lower. Higher percent rewards higher reward, meaning it is worth the time to explore the floor's location.
Time Taken: The time taken will affect the bonus reward you get. The less time the better, however the best is to have a higher floor completion rate and lower time.
Secret Rooms (as a fraction): Secret Rooms found in the dungeon. It is randomize but usually follow a percent such as 3/5 meaning your party found 3/5 secret rooms. Some secrets rooms are unable to be entered due to low skill ranks are also accounted for.
Deaths: When you die, you spawn back in the Starter Room, the higher the total deaths in the party, the lower the reward is.
Based on those factors, you will receive a coupon upon defeating the boss. This coupon will list out the EXP, Gold, and Exploration EXP and cannot be used in the dungeon. When you defeat the boss, <Treasure Hunter> will appear and ask the party leader if he wants to go to the next floor or return to the surface. A Celestial Chest will also appear to deposit any items that one wants to keep for other floors or to use a Celestial Star if it dropped. Any item will be destroyed upon leaving to the surface or the next floor, save for ones stored in the Celestial Chest.
When one is at the surface, they must leave the Gate. Once outside back outside the Fortress, they can use the coupon to instantly redeem the EXP, Gold, and Exploration Points. Sometimes the coupons may reward an artifact or other items such as dyes. Sometimes if the performance is high enough, it may reward an AP Potion (however completing low level missions over and over with 100% performance will lower the chance for AP Potion significantly).
[/spoiler]
Well, it's just an idea I had. All of these are possible within Mabi's system.