Post by Jagen Lavender♛ on Oct 18, 2020 2:52:32 GMT -5
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Dungeons are structures or landmarks that are found within and outside the realm of Clover Kingdom. They are thought to be leftovers from different civilizations from the past. Many times, these places that have been hidden by powerful magic will seem to "pop" into existence in random locations.
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Dungeons oftentimes house great treasures and relics from the past, but are riddled with traps used to safeguard these treasures. These are places that people go not only for relics, but also to grow in immense power themselves. Magic Knights will often lead excursions to these areas with new recruits in order to boost their powers in a short manner of time.
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NOTE: All dungeons are death-enabled.
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NOTE: The rules listed here are just common ones. Each dungeon may have its own rule set, so make sure you reference to that dungeon's rules first, and if there are any holes in them, check here!
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As much as a person may believe themselves strong enough to explore dungeons on their own, dungeons must have at least two player characters to do them. Most of the time, small groups of knights will enter a dungeon, working as a team to grow in riches and strength.
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Dungeons are made out of multiple rooms and floors. You will need to meet the word count and possible tasks per room in order clear it. After all the rooms on a floor is cleared, groups will usually face some sort of "floor boss." These bosses will need to be killed in order to advance to the next floor.
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The higher the dungeon's tier, the more floors and rooms there will be. Dungeons are not meant to be quick events, even at lower ranks.
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As stated earlier, dungeons are made up of floors that will need to be completed before venturing deeper. No dungeon have the same number of floors, and even the same dungeon might change its structure around, so that no two groups would have the same exact path. This makes dungeons not only time-consuming but may also be ICly confusing to your characters—but those with a decent sensory skill are in luck!
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Sensory is the stat that comes into play the most with dungeons, as having a higher sensory stat means you are able to navigate through a dungeon much quicker than normal person might, however, the sensory specialization is required to be able to do this.
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The table below gives rough numbers on how many words are needed per group in order to clear a room, along with how many potential floors there might be in a given tier of dungeon. Please note that these are always subject to change and are just a rough estimate. When entering a dungeon, make sure to read the rules of respective dungeon in its entirely.
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While those numbers may look daunting, please note that the required WC per room is the WC for the whole group, not just per person! Your group will also gain a bonus on those WC depending on the group's combined sensory.
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As stated before, each dungeon may be different and require different word counts to complete or certain tasks to be done before moving onto the next room. If a group splits up to try covering more ground quickly, you will not receive the group's WC reduction, only your own/those that split up with you.
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As players clear floors, they will naturally accumulate gold that goes to their dungeon rewards. Players that leave the dungeon before clearing the floor will lose their room rewards and will only be able to get the reward for defeating that floor boss, so make sure you are 100% ready when you enter.
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Clearing a floor not only gives you a gold reward, but also the possibility of simple magical items that you can keep for yourself or sell. These items will be staff made. Magic Knights will also be granted gold stars for clearing dungeons.
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Clearing a dungeon not only gives you a large pool of gold, you will also receive a Notable Achievement on your first time clearing it and perhaps even some rare items! If the dungeon is moderated an even greater pool of rewards may be available, including; Spirits, Relics, staff created items!
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DUNGEON SYSTEM
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Dungeons are structures or landmarks that are found within and outside the realm of Clover Kingdom. They are thought to be leftovers from different civilizations from the past. Many times, these places that have been hidden by powerful magic will seem to "pop" into existence in random locations.
[break][break]
Dungeons oftentimes house great treasures and relics from the past, but are riddled with traps used to safeguard these treasures. These are places that people go not only for relics, but also to grow in immense power themselves. Magic Knights will often lead excursions to these areas with new recruits in order to boost their powers in a short manner of time.
[break][break]
NOTE: All dungeons are death-enabled.
[break][break][break]
[attr="class","header2"]BASIC RULES
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NOTE: The rules listed here are just common ones. Each dungeon may have its own rule set, so make sure you reference to that dungeon's rules first, and if there are any holes in them, check here!
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- Everyone taking part in a dungeon must enter at the same time, exeptions are made for substitutes as stated below
- Groups are limited to four (4) members max.
- At least three-fourths (3/4) of the group must post per room in order to clear that room.
- If a group splits up, then each person must post to clear their own room; you cannot piggy back off of your teammates' WC if you are not with them.
- Each member with the group must do something in the room they are in. (Example: helping take out the enemies, supporting allies, looking for how to move forward)
- Groups may split up if they desire to search a room quicker, but will lose the group's combined sensory boost.
- If you leave or fail a dungeon, you must wait one (1) week in real time before re-entering.
- If successfully complete a dungeon, you must wait three (3) days in real time before re-entering
- Stats and spells are locked when entering a dungeon.
- Each person should post once every 48 hours; failure to do so without prior notification could lead to you being kicked out of the dungeon or skipped in the posting order.
- If a member of the group leaves/is kicked out, you may bring in a replacement, but they will need to write a 500 words with an additional 500 per floor your group is on post explaining them catching up.
- Dungeons MAY be moderated if the party agrees to it and fills out a request at the office of the Wizard King.
- Unlike with missions were you can fix issues and put them back up for grading, you only get one attempt at passing a dungeon. If the grader fails a group then you can not go back and fix the dungeon. The grader will tell you where you went wrong so if you attempt it again you have a better chance of succeeding.
- NPCs DO take up a spot in the group but DO NOT count in regards to running a dungeon.
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Example 1: the dungeon allows for 4 people a person brings their NPC it means only a max of 2 other people may join.[break]
Example 2: The dungeon allows for 4 people but you attempt to run it with only your NPC, the dungeon will fail as it is classed as soloing.
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[attr="class","header2"]BASIC MECHANICS
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As much as a person may believe themselves strong enough to explore dungeons on their own, dungeons must have at least two player characters to do them. Most of the time, small groups of knights will enter a dungeon, working as a team to grow in riches and strength.
[break][break]
Dungeons are made out of multiple rooms and floors. You will need to meet the word count and possible tasks per room in order clear it. After all the rooms on a floor is cleared, groups will usually face some sort of "floor boss." These bosses will need to be killed in order to advance to the next floor.
[break][break]
The higher the dungeon's tier, the more floors and rooms there will be. Dungeons are not meant to be quick events, even at lower ranks.
[break][break][break]
[attr="class","header2"]CLEARING DUNGEONS
[break]
As stated earlier, dungeons are made up of floors that will need to be completed before venturing deeper. No dungeon have the same number of floors, and even the same dungeon might change its structure around, so that no two groups would have the same exact path. This makes dungeons not only time-consuming but may also be ICly confusing to your characters—but those with a decent sensory skill are in luck!
[break][break]
Sensory is the stat that comes into play the most with dungeons, as having a higher sensory stat means you are able to navigate through a dungeon much quicker than normal person might, however, the sensory specialization is required to be able to do this.
[break][break]
The table below gives rough numbers on how many words are needed per group in order to clear a room, along with how many potential floors there might be in a given tier of dungeon. Please note that these are always subject to change and are just a rough estimate. When entering a dungeon, make sure to read the rules of respective dungeon in its entirely.
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RANK | # OF FLOORS | # OF ROOMS [break]PER FLOOR | WC PER ROOM |
Junior | 2 | 3 | 1,500 |
Intermediate | 3 | 4 | 2,000 |
Senior | 4 | 5 | 2,500 |
Grand | 5 | 6 | 3,000 |
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While those numbers may look daunting, please note that the required WC per room is the WC for the whole group, not just per person! Your group will also gain a bonus on those WC depending on the group's combined sensory.
[break]
Room WC - Group's Sensory = New WC
[break]
As stated before, each dungeon may be different and require different word counts to complete or certain tasks to be done before moving onto the next room. If a group splits up to try covering more ground quickly, you will not receive the group's WC reduction, only your own/those that split up with you.
[break][break][break]
[attr="class","header2"]REWARDS
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As players clear floors, they will naturally accumulate gold that goes to their dungeon rewards. Players that leave the dungeon before clearing the floor will lose their room rewards and will only be able to get the reward for defeating that floor boss, so make sure you are 100% ready when you enter.
[break][break]
Clearing a floor not only gives you a gold reward, but also the possibility of simple magical items that you can keep for yourself or sell. These items will be staff made. Magic Knights will also be granted gold stars for clearing dungeons.
[break][break]
Clearing a dungeon not only gives you a large pool of gold, you will also receive a Notable Achievement on your first time clearing it and perhaps even some rare items! If the dungeon is moderated an even greater pool of rewards may be available, including; Spirits, Relics, staff created items!
[newclass=.gentext]width:500px;padding:50px;margin:auto;text-align:justify;border:solid 5px #141414;font-family:montserrat;background-color:#121212[/newclass]
[newclass=.gentext b]color:#C12527;text-shadow:1px 1px 1px #141414;[/newclass]
[newclass=.header]font-size:22px;color:#C12527;font-family:raleway;padding:10px;border-bottom:2px solid #C12527;letter-spacing:2px;text-transform:uppercase;background-color:#121212[/newclass]
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