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Dungeon Systems

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1Dungeon Systems Empty Dungeon Systems 05/07/16, 11:05 am

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Dungeons

Dungeon Systems Rt92EpF

Dungeons are mysterious buildings that have just started appearing around the world. Rumor has spread that whoever conquers a dungeon gains great riches and power. Not much besides that is known to the people of all the countries.

There are several prerequisites a character must meet before they wish to tackle a Dungeon:

  • If a character is a Magician, their base rank must be at least B-Tier if they wish to enter a dungeon to capture a Djinn. They do not need to be B-Tier in order to aid another player in the capture of a Djinn. The primary reason for this is that a Djinn’s magic will interfere with a Magician’s own magic making them incompatible. Despite being unable to obtain a Djinn until B-Tier or higher, Magicians can always opt out and try their hands at getting the Dungeon-Beast Transformation.
  • Once dungeon is discovered, any player wishing to enter must first complete a Plot Arc in which they learn of the dungeon’s existence, establish an IC reason for going, and an IC reason for any allies to join them. If a player is the one to discover a dungeon through a plot or job chain, they may opt to skip this requirement if they enter it immediately. However if they wait for preparations such as training new abilities, or grinding huang/exp for rank ups and items, that privilege is lost.


Now, there are also several other basic rules regarding dungeon topics themselves:

  • After a DM post, you have 48 hours to reply to the dungeon topic. If you don't post within the deadline you will be subject to auto-hits from monsters and other dangers within a dungeon. The DM’s monsters are also subject to this rule.

    Note: Players can post between themselves an unlimited number of times between proxy posts, but only so long as they aren't attempting to progress deeper in the dungeon and aren't in combat. If they want to stop and talk among themselves, rest up, etc, they can without having to wait on proxy (it doesn't require proxy to make worthless buffer posts where nothing happens).
  • If you lose Magoi/Stamina within the Gate, you will not regain it once you enter the Dungeon itself. Any damage sustained will not heal.
  • All Dungeon-Topics are kill viable.
  • Thanks to the Shards of Solomon, if you die in a dungeon (and still have a Shard of Solomon), you may choose to use it in order to save yourself and cheat death, however doing so brings you outside the dungeon. Or, if you purchased an escape item from the shop, then you can escape the dungeon without losing your life. However, you must use the escape item BEFORE you are hit with lethal damage. Once you exit, you may not enter the dungeon again.



Dungeon Structure

Within a given Dungeon forum, there will be a total of 5 areas:

1. The Gate: This is the area right outside the dungeon. The Gate is the only way to get in. All you have to do in this area is make a post and touch the entrance itself. Any participants may or may not be met with opposition from other characters.

2. The Main Hall: This is the first area within the dungeon. It is typically filled to the brim with low-leveled monsters, but sometimes powerful beasts might appear. The Main Hall ends with two large double-doors, leading into the Midway.

3. The Midway: The largest section in a Dungeon. The Midway begins right after the Main Hall. At this point, there may be several paths options, some of which may be dead ends. If there are several paths, at least one will lead to the Necropolis.

4. The Necropolis: The room before the Chamber. It is always the empty remains of a dead city that has been barren for hundreds of years and it may or may not be guarded.

5. The Chamber: Once you make it to the chamber, you'll be met with a room filled with junk save for a single metal object with a magic symbol on it. Upon touching the metal vessel, the chamber will spring to life as rusted junk turns to priceless treasures. The djinn will emerge and confront the players giving them a challenge in order to determine who will be king. Remember that other characters can also attack you in this area.

A character starts outside of a dungeon at The Gate, and then proceeds through the next areas until they reach the chamber.  In The Gate, The Main Hall, The Midway, The Necropolis, and The Chamber, there is only a single topic for every contender and their companion to jump into. This means that you can interact with other Player-Controlled characters within dungeons too.


Dungeon Rank

No single djinn is more powerful than all the rest. That being said, some have more complex and terrifying powers than others. Examples of this in canon are Hakuryu's two djinn. Both are based on life magic. One manipulates plants, but the other can control people's minds and sever their connection to the world turning them into soulless husks simply by cutting them. Clearly, one of these is more "powerful" than the other. However, the mind control djinn could be easily countered by a more "simple" djinn that has powers focused on not letting the enemy get close such as a wind djinn.

That all being said, some Djinn will be considered more dangerous and their dungeons will reflect this by being more dangerous as well. However, just because a djinn is "ranked" higher, this doesn't mean that it has a clear advantage over other djinn. A low ranked djinn user can easily defeat a high ranked djinn user if the conditions are right and their powers match up in the low ranked djinn's favor.

The Djinn Ranks are as follows:

Low - These djinn usually use a single magic type in simple ways. However the scale and size of how they apply their power makes up for this simplicity. It is recommended that a character be at least C-tier before attempting to enter the dungeon of a Low ranked Djinn.

Middle - These djinn might have a combination magic type or a more advanced application of a single magic type. Usually the most versatile djinn fall into this category. It is recommended that a character be at least B-tier before attempting to enter the dungeon of a Middle ranked Djinn.

High These djinn have extremely advanced applications of magic. This makes them very powerful, however they are also highly specialized making them somewhat less versatile. It is recommended that a character be at least A-tier before attempting to enter the dungeon of a High ranked Djinn.


Progression

Dungeons are a slightly complex system, yet at the same time they're quite simple. There is a series of chronological actions which you must perform before you can progress to another level. This is the way it all works:

  • After you reach an area besides The Gate, you will encounter either beasts and/or some type of “puzzle.” You must defeat the enemies on the way to the door to the next area and/or solve the puzzle to continue.
  • A Beast will be NPCed by a staff member, or by any regular member if they're given permission to do so.
  • All players who reach the chamber before the dungeon vanishes will receive a huang reward.



Confrontation

In The Gate, The Main Hall, The Midway, The Necropolis and The Chamber areas, you may meet up with other characters, both PC and NPC. These people are also contenders for either Djinn or Dungeon Beast Transformations. There are several rules regarding confrontations:

  • In The Gate, even if you get into a fight, all you have to do to enter the Dungeon is touch the entrance. You don't have to defeat your opponent necessarily, but can simply escape and flee. If your attempt makes sense and is successful, a staff member will post on the topic saying so.
    The Chamber runs slightly differently. If more than one contender for the Djinn or DB Transformation enters, they must all battle it out until only one contender remains [conscious, not necessarily alive]. Exceptions:


    • A Djinn may instead propose a challenge or contest, as they may not be satisfied with a simple battle
    • If one person wants a Djinn and the other wants the Transformation, then they can agree upon not fighting at all and simply taking one or the other.





Djinn Capturing

In order to capture a Djinn, a person must:

  • Reach The Chamber
  • Complete the Djinn's challenge within the Chamber which may include defeating other contenders.
  • Meet the Djinn's requirements of a king.


When you transfer a Djinn to a Metal Vessel, there are several things to remember:

  • The object MUST be metal.
  • If you own a weapon from one of your Specializations that is made of metal, you may choose to use that as your Metal Vessel.
  • Beasts CANNOT be used as Metal Vessels.
  • If you have no weapons to transfer a Djinn to, you can find/use any random metal object from within the treasury.



Dungeon Beast Transformation

In the Canon version, everyone who entered a dungeon simply wanted to gain a Djinn and/or riches. However on the site we have added the option to also transform into a special race. A leader or companion of a party can go after the transformation, but not both of them. In order to do so you must:

  • Reach The Chamber
  • Complete the Djinn's challenge within the Chamber.
  • Defeat all opposing players (if there are even any to confront) if they also wish to transform or simply wish to throw-down.
  • There will be two options for different Dungeon Beast races which come with their own perks and downsides. A list of the two Dungeon Beast Transformations can be found in the Dungeon Overview Topic.


Note: Just like for a Djinn, there is a limit of a single person per Dungeon who has reached the Chamber to become a Dungeon Beast. Remember that the transformation is PERMANENT, and there are no foreseeable ways of ever reversing the effects. That being said, a Magician can only receive a Dungeon Beast Transformation if they change their primary spec/class, which will be of equal tier to their original as well as free abilities that will replace the old ones. Magoi/stamina will be adjusted upon change.


Magic Tools

Whenever a Dungeon is conquered, a series of Magic Tools based on the theme of the entire structure will be released in the Magic Bazaar. There's always a limited supply, however the items will always be up for sale until they're purchased.

Anyone who has not obtained the Djinn or a Dungeon Beast Transformation also has the chance to obtain unique, one-of-a-kind Magic Tools for free within the Dungeon.


Leaving and Closure

In order to exit a dungeon, you must either die, use an escape item, or conquer the dungeon itself. Every contender who leaves at any given moment will be transported to The Gate thread. If multiple people are in the Dungeon at one time when it is captured, then everybody is teleported to The Gate thread at one time, although their physical locations in the world might be drastically different from each other, and must make their own exit posts or interact with each other.

There are several things to note about this system:

  • A dungeon ONLY closes when the DJINN is captured. If a DB Transformation is achieved first, the dungeon will not go down. However, the Dungeon Beast capturer will be allowed to leave.
  • Once the Djinn is captured there will be a 72 hour time limit if the DB Transformation is still up for grabs and/or wanted. After that time everyone in the Dungeon will be automatically transported out, and the structure will vanish or collapse.

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