Post by Bast on Dec 13, 2014 0:22:13 GMT -5
« MONSTERS INFO »
Attack, damage, and speed are based on what your character skills are in those areas. Weapons, potions, and spells can also increase attack and damage.
Monster Spawning:
When it comes to fighting monsters, the spawn (or how many appear) can be determined by a "dice roll" from 1 - 10. Monsters will not spawn if you are still within the location of their spawn. If you leave the spawn, it will take about 5 minutes for them to respawn.
Note: Dice rolls are not mandatory, but if you want to go by something then feel free to.
Monster Spawning:
When it comes to fighting monsters, the spawn (or how many appear) can be determined by a "dice roll" from 1 - 10. Monsters will not spawn if you are still within the location of their spawn. If you leave the spawn, it will take about 5 minutes for them to respawn.
Note: Dice rolls are not mandatory, but if you want to go by something then feel free to.
« MONSTERS TYPES »
Here are the different types of monsters that habit the land of Alfheim and inside New Aincrad. To look for bosses, you'll need to see the Dungeon/Labyrinth guide. please note that there are many other types of monsters. they will be added as they are encountered.
Lizardmen:
Location - Inside caves and dungeons or just outside near the entrance.
Frenzy Boar:
Location - Outside in grasslands, forests, or wetlands.
Dire Wolf:
Location - In grasslands, frost areas, or caves.
Killer Mantis:
Location - Outside in grasslands or forests.
Orc:
Location - Caves and dungeons.
Evil glancer:
Location - ancient forest
Wind Wasp:
Location - Grasslands, forests, or wetlands.
Demonic Servant:
Location - labyrinths
Lizardmen:
Location - Inside caves and dungeons or just outside near the entrance.
Frenzy Boar:
Location - Outside in grasslands, forests, or wetlands.
Dire Wolf:
Location - In grasslands, frost areas, or caves.
Killer Mantis:
Location - Outside in grasslands or forests.
Orc:
Location - Caves and dungeons.
Evil glancer:
Location - ancient forest
Wind Wasp:
Location - Grasslands, forests, or wetlands.
Demonic Servant:
Location - labyrinths
« DUELS »
authorized Player vs. Player fights that take place even in safe areas and will not change a player icon from green to orange by killing the opponent.
At the beginning of the duel, the player will have 60 seconds to prepare for the duel. After the 60 seconds end, the duel will start.
To make a duel a player must send a request to another, the second player must accept and may decide then which type of duel it will be. Once the duel starts, the AREA effect is lifted from the two duelists.
After a duel is concluded, a window that indicates the winner will appear between the participants if they are within 10 meters of each other. If the participants are farther apart at the end of a duel, then two windows will appear at the closest point to both the winner and loser separately.
At the beginning of the duel, the player will have 60 seconds to prepare for the duel. After the 60 seconds end, the duel will start.
To make a duel a player must send a request to another, the second player must accept and may decide then which type of duel it will be. Once the duel starts, the AREA effect is lifted from the two duelists.
After a duel is concluded, a window that indicates the winner will appear between the participants if they are within 10 meters of each other. If the participants are farther apart at the end of a duel, then two windows will appear at the closest point to both the winner and loser separately.
« PLAYER DEATHS »
When a player is killed they turn into remain lights that stay at the location for a minute, but is increased to 10 minutes if the player dies in a boss room or dungeon. During this time, the player can be revived on the spot with revival magic or special items. If the player is not revived before the timer expires, the Light vanishes and the player is returned to their re-spawn point. Though dead players are not able to move or take any action while they are dead, they can still hear and see what is going on around them.
Death Penalty:
In addition to dying and turning into a Remain Light, players incur a death penalty where they lose some of their stats. Players also incur an item loss penalty if they are not revived before the timer expires, and the items are given to the player that killed them or, in the case of having a shared inventory (e.g. by being in a party), the lost items are first sent to the still alive players shared inventory, similar to the marriage system in Sword Art Online. In such a case, the attackers only receive the items if they manage to kill all of the members of the party.
Remain Light Colors: The color of the Remain Light's flame is different for each race, based on their primary color.
Cait Sith = yellow
Gnome = brown
Imp = purple
Leprechaun = grey
Pooka = gold
Salamander = red
Spriggan = black
Sylph = green
Undine = blue
Death Penalty:
In addition to dying and turning into a Remain Light, players incur a death penalty where they lose some of their stats. Players also incur an item loss penalty if they are not revived before the timer expires, and the items are given to the player that killed them or, in the case of having a shared inventory (e.g. by being in a party), the lost items are first sent to the still alive players shared inventory, similar to the marriage system in Sword Art Online. In such a case, the attackers only receive the items if they manage to kill all of the members of the party.
Remain Light Colors: The color of the Remain Light's flame is different for each race, based on their primary color.
Cait Sith = yellow
Gnome = brown
Imp = purple
Leprechaun = grey
Pooka = gold
Salamander = red
Spriggan = black
Sylph = green
Undine = blue
« Status Effect »
A Status effect is a temporary modification to a game character's original set of stats that usually comes into play when special powers, items and/or abilities are used, often during combat. Some of such modifications have a positive effect on the character, but most of the time they are negative. Positive status effects are usually referred to as buffs, while negative effects are referred to as debuffs, which range to about 10-20 types. Many attacks have a random chance of dealing negative status effects on opponent which are generally not curable, unless the appropriate crystals are used. Most, but not all of them expire after a set period of time.
« Status Effect List »
Delay - Highly likely to occur if a player is being continuously hit by powerful attacks. Movement of affected players would be slowed.
Stun - The most common debuff that immobilizes the player for up to ten seconds, disrupting player's next action. The debuff has a probability of triggering a special effect, called fumble, which causes the player's weapon to fall out of his hand. Can be triggered by many Sword Skills by chance. Affected players would have a spinning yellow swirl appear on their head.
Paralysis - Players affected by this debuff are rendered immobile for a long period of time. The minimum duration of the effect is 10 minutes, though the duration of the effect may be longer, depending on the strength of the attack that triggered this status.
Tumble - Disrupts the standing balance of the affected player/humanoid monster.
Luck Bonus - Increases luck, increases the rate of resistance towards toxic and paralysis attacks, the occurrence rate of fumble and slip, and, potentially, the rate of rare drops.
Hate - Attracts the attention of enemies, and causes NPC attacks to be focused on the player. It is automatically gained by being the most predominant attacker in a group.
Curse
Dizzy
Poison - Poisons a player until the player uses antidote. Effects a player every 5 seconds causing them to lose health.
Blindness - Affect players up to ten seconds, effect occurs immediately. Causes a player to be blinded by a light, unable to see anything.
Body Part Loss Damage - Some body part being removed from player's body. Will recover quickly.
Coma
Bleeding - Causes a player to bleed and also loses 5 health points per 5 seconds.
Panic
Stomachache
ATK Increase - Increases a player's attack for a minute.
DEF Increase - Increases a player's defense for a minute.
Counterattack Effect Increase - Increases a player's counter-attack for a minute.
Anti-Freeze - Prevents a player from being frozen.
Water Breathing - Allows players to breathe underwater.
Strength buff - A buff granted by an unnamed buff spell that increases the player's strength.
Maximum HP value buff
Stun - The most common debuff that immobilizes the player for up to ten seconds, disrupting player's next action. The debuff has a probability of triggering a special effect, called fumble, which causes the player's weapon to fall out of his hand. Can be triggered by many Sword Skills by chance. Affected players would have a spinning yellow swirl appear on their head.
Paralysis - Players affected by this debuff are rendered immobile for a long period of time. The minimum duration of the effect is 10 minutes, though the duration of the effect may be longer, depending on the strength of the attack that triggered this status.
Tumble - Disrupts the standing balance of the affected player/humanoid monster.
Luck Bonus - Increases luck, increases the rate of resistance towards toxic and paralysis attacks, the occurrence rate of fumble and slip, and, potentially, the rate of rare drops.
Hate - Attracts the attention of enemies, and causes NPC attacks to be focused on the player. It is automatically gained by being the most predominant attacker in a group.
Curse
Dizzy
Poison - Poisons a player until the player uses antidote. Effects a player every 5 seconds causing them to lose health.
Blindness - Affect players up to ten seconds, effect occurs immediately. Causes a player to be blinded by a light, unable to see anything.
Body Part Loss Damage - Some body part being removed from player's body. Will recover quickly.
Coma
Bleeding - Causes a player to bleed and also loses 5 health points per 5 seconds.
Panic
Stomachache
ATK Increase - Increases a player's attack for a minute.
DEF Increase - Increases a player's defense for a minute.
Counterattack Effect Increase - Increases a player's counter-attack for a minute.
Anti-Freeze - Prevents a player from being frozen.
Water Breathing - Allows players to breathe underwater.
Strength buff - A buff granted by an unnamed buff spell that increases the player's strength.
Maximum HP value buff