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Marax Overview

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1Marax Overview Empty Marax Overview 02/03/14, 09:45 pm

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Marax - The 1st Dungeon
Marax Overview Marax_zpsc040bbc8
~The Djinn of Illusions~

Structure

The Gate
Marax Overview MaraxDungeon_zps93d27a5c

A massive citadel situated within the center of the plains. The entrance is a set of large, rusted double doors, surrounded by a mass of ancient stone and moss. The structure itself looks like it could crumble at any second.

The Main Hall
Marax Overview MaraxEntrance_zpsfb18625f
The Main Hall is a small stretch of stone, elevated up about 10,000 feet with nothing but darkness below. The first path is about 5 meters wide, about 50 meters long before it makes it to the main platform. In the center there is a circular platform spanning about 500 meters. After that there is another stretch of stone which is also 5 meters wide and 50 meters long, leading towards a door which leads into the Midway. The Main Hall is decorated with several stone figures and inscriptions.

Enemies

  • Dice Roll 1 - No Enemy
  • Dice Roll 2 - Ghoul x5 (D-Tier)
  • Dice Roll 3 - Invisible-Man x10 (D-Tier)


The Midway
Marax Overview MaraxMidway_zps23b4598e
Literally the dungeon of this dungeon. It is dark, damp, and very deep. It goes about 10,000 feet, leading into the Chamber itself. The only way to get down is a large flight of steps. Each staircase is only about 2 meters wide, so one should definitely watch their step. At the end one can find a small door made of pure gold which leads into the Chamber.

Enemies

  • Dice Roll 1 - No Enemy
  • Dice Roll 2 - Skeletal Mage (C-Tier)
  • Dice Roll 3 - Skeletal Archers x2 (D-Tier)
  • Dice Roll 4 - Skeletal Swordsman x2 (D-Tier)
  • Dice Roll 5 - Hellhound (C-Tier)


The Chamber
Marax Overview MaraxChamber_zpsc4797716
An ancient throne room, The Chamber spans about 300 meters in width alone. It is a massive room fit for giants instead of men. The ceiling is about 1000 meters up, and the path leading to the decrepit throne is about 400 meters.

Enemies

  • Dice Roll 1 - No Enemy
  • Dice Roll 2 - Twin Skeletal Swordsmen (each C-Tier)
  • Dice Roll 3 - ???


Dungeon-Beast Transformations

  • Dice Roll 1 - Nothing
  • Dice Roll 2 - Skeletal Lord

    • Perks:

      • Bone-Manipulation: Can manipulate one's own bones into weapons as big as 5 meters. They deal damage equivalent to you in rank and cannot be broken.


    • Downsides:

      • Must use a skeleton face-claim permanently




  • Dice Roll 3 - Vampire

    • Perks:

      • Blood Magic: Can register up to 5 spells. These allow for you to use blood-based attacks and even drain an opponent's blood through bites.
      • Passive Flight: Can fly at a pace of 10m/s at all times.


    • Downsides:

      • Daytime Topics: For every post spent in the daylight, you lose 5 Magoi/Stamina.






Bonuses

  • Magic Tool for Companions (read Dungeon System).
  • 30,000 Huang to anyone who completes the dungeon or helps to complete it.


Rules

  • You must post within 48 hours from when it has become your turn. If you do not you are subject to getting hit directly by one of the enemies or some other form of punishment.
  • If an enemy does not post within 48 hours you are free to presume that your hit went through and killed it.
  • Only 4 groups can enter the dungeon at once. Groups can be no larger than 2 people. So basically it's a race to get into the dungeon first. A large amount of people can join The Gate topic, but only if they wish to actually enter the dungeon. If it is discovered that you didn't want to enter the dungeon you will have your warning bar docked.


*Remember this is the FIRST dungeon to ever be summoned in this universe, period. So don't mention any terms like Djinn, Magic Tools, etc. for they haven't been discovered yet. Plus to whoever gets Marax, you should act surprised unless if you have no emotions.

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