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Heya! I'm your friendly neighborhood Larsinny, a demon here to keep you updated on the current debacles going on within the site! Okay, maybe not debacles... Anyway! The Endymion Plot, our Third Main Plot, has started! We also have our previous plot's part two running next to it for Azores! If you're a new member looking to join the new plot, you will want to choose Endymion. However, if you're interested in our older plot, Azores, you may also join that one aswell. The choice is ultimately up to you! The Dungeon Master of the Azores plot is Grantus and the DM of the current Endymion plot is Philemon.

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 Dungeon Traversal Guide [Updated]

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PostSubject: Dungeon Traversal Guide [Updated]   Sun Nov 08, 2015 8:36 pm

Into the World of the Unknown:


What are Dungeons:

Dungeons vary from different shapes to different sizes. Some may exist in the real world, while others may exist in worlds beyond basic human understanding. They are the main areas where enemies, whether they be demons or shadows, reside. Dungeons have a boss usually in its deepest section that must be defeated; though this may not be the case for them all. Regardless, in dungeons you will have access to summoning your inner strength almost all the time.


How to Traverse Dungeons:

When you enter dungeons or worlds you are entering a hostile world that wants to impede your progress. Every post you rp progression through a dungeon (Atleast 400 words of making forward progress) you advance a number of six spaces. If you post beneath 400 words, you've only traveled half of that, and move three spaces. If you have a strength that increases foot speed, you will travel 12 spaces each 400 word post and 6 spaces for anything lower. Shadows, Demons and perhaps even the dungeon itself will challenge your progress throughout your journey. They will not show an ounce of leniency and if all your party members fall during your traversal, you'll be transported out of the dungeon where you'll have to start again from the beginning (after waiting 48 hours).

The Dungeon Master (who is a member of staff) will record your progress as you press further and further into the dungeon. At the end of each turn, they will make their post show casing each of the members current distance in, and how large the dungeon is. They will also be in charge of rping as the Shadows, Demons and "Dungeon" to impede your progress. If you encounter no opposition through your turns, it's possible that the mod will not post at the end of your turn and you can continue.

If you choose to leave a dungeon without completing it (by using a dungeon escape skill or item), you can rejoin where you left off. However, if you leave the dungeon and do not rejoin it within three days then you must start over.

When using Dia or Enhance skills, you must be within a square [in distance] of your target. This means if you're near the end of your dungeon, and someone is at the beginning and hurting, you wouldn't be able to heal them because you would be nowhere near them.

Dungeon Bosses:

There are two areas where "Dungeon Bosses" present themselves. The mid-boss presents itself at certain rooms in a dungeon. The main-boss presents itself towards the innermost section within the dungeon. These enemies are stronger than the average Shadows you encounter throughout the dungeon. They are also smarter. Depending on the amount of party members in your group will decide how strong some of the Bosses are while others have set stats. The more people, the more difficult. **Note: You can only have five max ACTIVE members per dungeon unless stated otherwise.

Once defeating a Mid-Boss, your party will win items that will help your progress through the dungeon. Once defeating the final boss, your party is awarded with dungeon items and perhaps even plot items you may need.

**-Note - Try to be in one Dungeon topic at a time, please. In the real world, feel free to be in multiple but for Dungeons, narrow it to one unless stated otherwise.

**-Note - If you exit a dungeon the normal way, you must wait two days (48 hours) before journeying into another dungeon, as the super natural world holds a heavy toll on the human body. You will need your rest. If you exit with a Traesto Gem or Escape route, you may still come back to where you left off, but you cannot start from anywhere else unless you want to wait and start over. The time for the Traesto Gem exit remains the same, as you can read above. You must rejoin within three days or you'll have to start over from the beginning regardless.

**-Note - If you leave a dungeon with a traesto gem or a similar skill, you only need one's day rest before re-entering. There will also be items that you can purchase that can lower your wait time by a day to completely, depending on how much you're willing to spend.


Shuffle Time Bonus:

At the end of each successful PvS battle, there will be a chance to net extra rewards for your victory.

There will be a chance of getting three boosts at the end. They are labelled below:

1 - Stat Booster - Retrieve three stat points for one of your stats randomly.

2 - Velvet Coins - 2,000 Vc (or more) won from battle complete.

3 - Broken Card - Retrieve nothing for battle complete.

4 - Soul Recovery - Recovers 15% of both HP and SP.

5 - Broken Card - Retrieve nothing for battle complete.

6 - Gold Hand Encounter - A Gold Hand will spawn on the map. If you locate and defeat it before it escapes, you will gain double experience and a rare item. These enemies are strong, and will attempt to run away from you. Be sure to chase it down quickly or miss your opportunity for great rewards.

Random number (1,6) :
2

When the battle is complete, the Dungeon Master will use the randomizer to determine which of these six possible outcomes you will receive.

Dungeon Maps and Keys:

The first post of a Dungeon will usually hold the map and a key. Depending on the DM that maps can range from appearance, but they all should be following the base rules of dungeon traversal. Here is a sample map below. Maps should give a difficulty, which I will explain after this.



Forest of the Lost



Red Stars - These are demons that are patrolling the area. They are aligned to the government however, can be swayed during negotiation when encountered. They will see you within 4 spaces unless you land upon a QAS space

Orange Star - The District Head and Boss of the Dungeon. This is your objective and your mission will be to remove this person from power.

Blue Highlight - The Entrance to the dungeon, where you will start.

Purple Highlight - A QAS area where you can make a decision on what you'd like to do. Depending on the area will determine the QAS. However, your choice will determine how easy the dungeon may turn out to be.

Green Star - Treasure boxes that will be revealed with Treasure Radar

Trees - What could they possibly do..?

Dungeon Difficulty - Medium


Difficulty in Dungeons and Missions:

Easy - Enemies are weaker in strength. They use only tier 1 skills and all have atleast two to three weaknesses. These missions are the easiest and give you little reward.

Medium - Enemies are moderate in strength. They use only tier 1 - tier 2 skills and all have atleast one to two weaknesses. These missions are quite normal and give you an average award of VC and one other item.

Hard - Enemies are quite strong. They use only tier 2 - tier 3 skills and all have atleast one weakness to no. These missions are quite hard and give you high award of VC and two other items.

Risky - Enemies are the strongest you've seen. They use only tier 3 - 4 skills and very few have any weakness. These missions are the hardest and give you an extreme award of VC and very rare items. Demons in these dungeons are hard to recruit, and you must have a Courage level of Badass to even initiate a conversation.



Fleeing from battles in Dungeons:

It is possible to escape battles. You can escape battles through negotiation or through an escape chance. Normally, you'll have a 50% chance to escape if your level is atleast within 10 of the enemies level. If the enemy's level is above that, it's alittle harder to escape and lowers to 30%. If the enemy is lower than your level, it will be a 80% chance to escape.

Experiencing Defeat:

When you or the whole team reaches 0 HP. You may have the option to escape the dungeon alive by paying the necessary fee of 5000 Velvet Coins. However, with each defeat, the cost doubles. Be sure to spend wisely. Specific NPCs this time around will take the fee and save you. This option may not be available during plot events.

Code:
[size=24][u][b]Into the World of the Unknown:[/b][/u][/size]

[center][img]http://66.media.tumblr.com/89a6fc8cc05bcde3063623a25ffc323f/tumblr_n64s79wxt01tnzzr6o4_500.gif[/img][/center]

[u][b]What are Dungeons:[/b][/u]

Dungeons vary from different shapes to different sizes. Some may exist in the real world, while others may exist in worlds beyond basic human understanding. They are the main areas where enemies, whether they be demons or shadows, reside. Dungeons have a boss usually in its deepest section that must be defeated; though this may not be the case for them all. Regardless, in dungeons you will have access to summoning your inner strength almost all the time.


[u][b]How to Traverse Dungeons:[/b][/u]

When you enter dungeons or worlds you are entering a hostile world that wants to impede your progress. Every post you rp progression through a dungeon (Atleast 400 words of making forward progress) you advance a number of six spaces. If you post beneath 400 words, you've only traveled half of that, and move three spaces. If you have a strength that increases foot speed, you will travel 12 spaces each 400 word post and 6 spaces for anything lower. Shadows, Demons and perhaps even the dungeon itself will challenge your progress throughout your journey. They will not show an ounce of leniency and if all your party members fall during your traversal, you'll be transported out of the dungeon where you'll have to start again from the beginning (after waiting 48 hours).

The Dungeon Master (who is a member of staff) will record your progress as you press further and further into the dungeon. At the end of each turn, they will make their post show casing each of the members current distance in, and how large the dungeon is. They will also be in charge of rping as the Shadows, Demons and "Dungeon" to impede your progress. If you encounter no opposition through your turns, it's possible that the mod will not post at the end of your turn and you can continue.

If you choose to leave a dungeon without completing it (by using a dungeon escape skill or item), you can rejoin where you left off. However, if you leave the dungeon and do not rejoin it within three days then you must start over.

When using Dia or Enhance skills, you must be within a square [in distance] of your target. This means if you're near the end of your dungeon, and someone is at the beginning and hurting, you wouldn't be able to heal them because you would be nowhere near them.

[u][b]Dungeon Bosses:[/b][/u]

There are two areas where "Dungeon Bosses" present themselves. The mid-boss presents itself at certain rooms in a dungeon. The main-boss presents itself towards the innermost section within the dungeon. These enemies are stronger than the average Shadows you encounter throughout the dungeon. They are also smarter. Depending on the amount of party members in your group will decide how strong some of the Bosses are while others have set stats. The more people, the more difficult. **Note: You can only have five max ACTIVE members per dungeon unless stated otherwise.

Once defeating a Mid-Boss, your party will win items that will help your progress through the dungeon. Once defeating the final boss, your party is awarded with dungeon items and perhaps even plot items you may need.

[i]**-Note - Try to be in one Dungeon topic at a time, please. In the real world, feel free to be in multiple but for Dungeons, narrow it to one unless stated otherwise.[/i]

[i]**-Note - If you exit a dungeon the normal way, you must wait two days (48 hours) before journeying into another dungeon, as the super natural world holds a heavy toll on the human body. You will need your rest. If you exit with a Traesto Gem or Escape route, you may still come back to where you left off, but you cannot start from anywhere else unless you want to wait and start over. The time for the Traesto Gem exit remains the same, as you can read above. You must rejoin within three days or you'll have to start over from the beginning regardless.

**-Note - If you leave a dungeon with a traesto gem or a similar skill, you only need one's day rest before re-entering. There will also be items that you can purchase that can lower your wait time by a day to completely, depending on how much you're willing to spend.[/i]

[u][b]Shuffle Time Bonus:[/b][/u]

At the end of each successful PvS battle, there will be a chance to net extra rewards for your victory.

There will be a chance of getting three boosts at the end. They are labelled below:

1 - Stat Booster - Retrieve three stat points for one of your stats randomly.

2 - Velvet Coins - 2,000 Vc (or more) won from battle complete.

3 - Broken Card - Retrieve nothing for battle complete.

4 - Soul Recovery - Recovers 15% of both HP and SP.

5 - Broken Card - Retrieve nothing for battle complete.

6 - Gold Hand Encounter - A Gold Hand will spawn on the map. If you locate and defeat it before it escapes, you will gain double experience and a rare item. These enemies are strong, and will attempt to run away from you. Be sure to chase it down quickly or miss your opportunity for great rewards.

[rand]6[/rand]

When the battle is complete, the Dungeon Master will use the randomizer to determine which of these six possible outcomes you will receive.

[u][b]Dungeon Maps and Keys:[/b][/u]

The first post of a Dungeon will usually hold the map and a key. Depending on the DM that maps can range from appearance, but they all should be following the base rules of dungeon traversal. Here is a sample map below. Maps should give a difficulty, which I will explain after this.

[center][IMG]http://i59.tinypic.com/f3tjiu.png[/IMG][/center]

[size=16][color=#ffff00]
[u][center]Forest of the Lost[/center][/u][/color][/size]


Red Stars - These are demons that are patrolling the area. They are aligned to the government however, can be swayed during negotiation when encountered. They will see you within 4 spaces unless you land upon a QAS space

Orange Star - The District Head and Boss of the Dungeon. This is your objective and your mission will be to remove this person from power.

Blue Highlight - The Entrance to the dungeon, where you will start.

Purple Highlight - A QAS area where you can make a decision on what you'd like to do. Depending on the area will determine the QAS. However, your choice will determine how easy the dungeon may turn out to be.

Green Star - Treasure boxes that will be revealed with Treasure Radar

Trees - What could they possibly do..?

Dungeon Difficulty - Medium


[u][b]Difficulty in Dungeons and Missions:[/b][/u]

[i]Easy - Enemies are weaker in strength. They use only tier 1 skills and all have atleast two to three weaknesses. These missions are the easiest and give you little reward.

Medium - Enemies are moderate in strength. They use only tier 1 - tier 2 skills and all have atleast one to two weaknesses. These missions are quite normal and give you an average award of VC and one other item.

Hard - Enemies are quite strong. They use only tier 2 - tier 3 skills and all have atleast one weakness to no. These missions are quite hard and give you high award of VC and two other items.

Risky - Enemies are the strongest you've seen. They use only tier 3 - 4 skills and very few have any weakness. These missions are the hardest and give you an extreme award of VC and very rare items. Demons in these dungeons are hard to recruit, and you must have a Courage level of Badass to even initiate a conversation.[/i]


[u][b]Fleeing from battles in Dungeons:[/b][/u]

It is possible to escape battles. You can escape battles through negotiation or through an escape chance. Normally, you'll have a 50% chance to escape if your level is atleast within 10 of the enemies level. If the enemy's level is above that, it's alittle harder to escape and lowers to 30%. If the enemy is lower than your level, it will be a 80% chance to escape.


[u][b]Experiencing Defeat:[/b][/u]

When you or the whole team reaches 0 HP. You may have the option to escape the dungeon alive by paying the necessary fee of 5000 Velvet Coins. However, with each defeat, the cost doubles. Be sure to spend wisely. Specific NPCs this time around will take the fee and save you. This option may not be available during plot events.


Last edited by Maria on Fri Dec 30, 2016 10:41 pm; edited 6 times in total
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