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Buying Mummy's Rag

Discussion in 'Trade Market' started by Salkasm, May 23, 2016.

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  1. Salkasm

    Salkasm [[Hyperlink Blocked]] Staff Member Moderator CHAMPION

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    Introduction of the Abyss

    The Abyss itself is a ginormous hole reaching down super super low. It is divided by 10 layers, each layer getting worse and worse, each layer yielding more powerful items. Every layer hosts different mobs, all of which are either docile or very very dangerous. You are better off running away from them instead of killing them. But what makes you even want to go down there? Why would you risk your life to go somewhere unknown?
    Well new items can be found, having their own tier "Relic". Within this tier are items that can be worn or used as weapons, most are however either ingredients used to forge things you can use, or simple Relics you can sell for money. And some, have the power of a Mythic.

    The Curse of the Abyss and how Death is treated

    Falling down is always easier than getting back up. And this is the case here, traversing any layer upwards will punish the player heavily, ranging from weakness to something far worse than death.
    - From 2 to 1: Slight weakness, recovers within 5 minutes. Lets you back intp the Abyss in 30 minutes.
    - From 3 to 2: Heavy weakness, inability to fight, recovers within 20 minutes. Lets you back into the Abyss in 2 hours.
    - From 4 to 3: Limitation of health, stuck with only 1/5th of your health. Recovers in 40 minutes. Lets you back into the Abyss in 1 day (24 hours).
    - From 5 to 4: Limitation of vitality, stuck with 1/10th of health, heavy slowness. Recovers in 40 minutes. Lets you back into the Abyss in 2 days (48 hours).
    - From 6 to 5: Unknown, only 1 person made it back but died shortly after. Inevitable death?
    - From 7 to 6: Yet to be explored
    - From 8 to 7: Yet to be explored
    - From 9 to 8: Yet to be explored
    - From 10 to 9: Yet to be explored
    However a certain Relic can be used to save yourself the pain of getting back one layer, though it is rather rare and breaks after 1 use. Another Relic can bring you home all at once, but that is just a rumor... Some debuffs can be cured, so having one at hand can be a life saver.
    Dying in the Abyss will reduce 10 levels along with the loss of all items acquired when in the Abyss. Additionally you are locked from the Abyss for 3 days. The level loss occurs after 3 days, when no party member was able to save you.

    Your Inventory, and who you are

    Youre an explorer from layer 0 trying to achieve the impossible, uncover the secrets of the depths and see what should not be seen. You will all begin at level 1, it is a seperate class of course, but you can create up to 4 of them (disregarding donator ranks). Levelling up is really hard, but it is the same as the level cap on the main game.
    The classes are the same as with Wynn (Assassin, Archer, Mage, Warrior), the item slots are also the same along with the spells also being the same, however mana regenerates (Relic items rarely have mana regen) a lot slower making the usage of a spell less appealing. This will test your decision making process, using a spell can leave you very very vulnerable for a long time. Items you can transport are also rather limited. For once you need space to tranport relics, but also you will need items to survive in case you commit to go exploring a little deeper than the first 2 layers.
    You still have skillpoints you can assign, each of them works as per usual. But seeing how limited your resources are each point has a lot of value.
    - Strength: If it gets dire, eliminating a mob can not just save you, but your excavation party.
    - Dexterity: Same as strength but rather on relying on your knowledge of your own power it relies on luck. It can leave you completely exposed, or it can save you with a lucky blow.
    - Intelligence: Having yet another chance to shoot a spell can either enhance your chance of escape (mobility spell) or give you another chance to attack/stun you call it.
    - Defense: Same with Strength, you rely on the knowledge you can survive something rather than hoping for chance to come to your favour.
    - Agility: Same with Dexterity you rely on your luck to safe you from a deadly struck.
    Additionally, you have the chance to be accompanied by a pet. Each pet has a different ability that can come in handy. Beware however, you dont want it to die, compared to you, they cannot be rescued. Well you wont either... that easily... (Ill show it to you later what I mean by that).

    The Layers, the Guardians and the Relics

    Ill explain what each layer is like, what their main threats are, what can be found there and who resides in there.
    The Guardians are heroes that started off like you, as a simple explorer. Due to their ability to survive and making sure they come back safe they were able to go to unspeakable depths. They are treated as saints, tenacious warriors and beacon of enlightenment. Most of them are human though it is rumored that one of them has changed due to him/her secretly wandering off to deeper layers. However it is not expected of them to return alive anyways so it is probably a rumor.
    The Guardians of which only 5 are currently alive have their own job and fulfilling them in different layers. On the surface only "The Father" is seen though he brought back a lot of wisdom and stories of him cooperating with the other 4 Guardians in layer 5. However 1 of his comerades got too greedy and explored further in the 6th layer just to find himself being expelled quickly back to layer 5. As he past the layer border he suffered immense changes and died within the 5th layer, in the arms of The Father, leaving back a young girl who was found to be fit for her fathers footsteps, despite her being up to 4 times younger than the rest of the team.
    The layers are laid out in a circular fashion similar to a vase. On the edge of the Abyss lies the layer 0, also known as the village where all humans reside. It is a very peaceful region, no mobs are there and no mobs from lower layers can live up there. The Abyss is located in the middle of nowhere surrounded by an endless ocean. A few steps lower is the first layer having its own little ring where everything is located. The second layer consists mainly of a steep wall, but there are plenty of chasms in them to move downwards easily. The third layer however is a whole plateau, seemingly closing off the Abyss. The forth layer is connected to 1 single hole in the middle to its prior layer. The fourth layer is basically a huge labyrinth, quite narrow in some spots. Through multiple holes scattered around the forth layer is the connection to the fifth layer. This layer has floating islands over a huge void. Everything below is uncharted territory, nobody except for 1 dead person knows what lies beyond layer 5. What the layer punishment for it is, what threats are located there and what riches await them.
    The Relics are special items only obtained throughout the Abyss. Some of them are found only in certain areas (according to their level, same with Wynn and their regions). While mobs can drop them they do so rather rarely, most of them are Relics with no use other than to be sold. Mobs do not drop currency, currency can only be obtained through selling Relics of any sorts or with the idenification "Stealing". Relics are scattered throughout the Abyss in form of chests (same as loot chests) but only contain very few items (1 up to 5). They are rarely accessible by simple means but rather need tools to get access to (like chest hidden in a breakable wall or a chest stored in the trunk of a tree), additionally gaining access to good chests takes time (breaking rocks is not instant). Relics are described in more detail later on. Just to make it clear, there are a lot more mobs per layers, Im just giving an idea on what it ould look like (further on).
    Fairly beautiful, very flourished with flora. Signs of an ancient civilisation can be seen, reclaimed by nature itself. Sun touches your skin, you can see the sky and feel the wind. Mobs are mainly on the floor, either small and agile or big and powerful. 1 person is able to fend a few off, but if he gets swarmed there is not much you can do. Relics are rather obviously detectable. Tools needed to find them or open some of them are rather common and inexpensive. Plenty of food is scattered in form of fruits and meat, some can be used as ingredients to forge and brew yourself items you could use for deeper layers. Camping openly should be not a problem, getting ambushed by mobs is rather rare. For anyone trying to help bigger excavators it is a good part to help them out by gatehring stuff here. Also due to no punishment to go back home it will be a very common place for low levels to start gaining some currency.


    The guardian of this area is "The Father" and is the person that manages the library of Relics. He can be fought for fun, he drops nothing. He is rather strict but this is due to him being the one caring for all the explorers that go into the Abyss. His wife known as "The Mother" was lost in an excavation near the 6th layer. Nobody knows if she is still alive, but it is assumed she is dead.
    The sky can still be seen, however the wind had stopped. At this point, going in alone is very dangerous. Very few parts can be identified to be of ancient civilisation origin. Plants have reclaimed a lot and not many fruits grow down there. Mobs start to get aggressive, a lot of them can be dealt with with coordination, some however... will wipe you out if you make a wrong decision. Most mobs are on the floor, only a few are able to fly around, they pose less of a threat. Seeing a few skeletons of deceased players give you an idea of how dangerous it is to dont plan everything out. The layer consists of greenery along with rather exposed stone walls. The walls itself have opening that can be explored, beware however it is inhabited by mobs, of which one is too dangerous to kill for a mere party of humans. The relics here are rather useless, but occasionally an armor piece can be found. It is however rather rare to come across any. Some interesting weapons can be found there, they are rather useful to fend off mobs on the first layer and come in handy for the occassional fight in the second layer.


    The guardian of this layer is "The Mole", a guy that is extremely proficient in excavating in holes and caves. Very cheerful and lovely. Can be fought for fun, drops mainly herbs used for forging.
    Surprisingly this layer has a nice feel to it. Where there is supposed to be a hole is a garden of trees. The whole layer now is a plateau with glistering riches. Various ingredients can be found here which can be forged into useful items and if youre lucky, weapons and armor. The garden itself starts (from the outer layer of the circle) with some ragged stoney hills to a forest of trees and in the centre a colourful garden (hence the layers name). The stoney part is inhabited by flying mobs. Very agile and deal a lot of damage, a few hits can be very fatal. They die rather quickly however. The forest has mobs on floor, they dont spawn in herds but are solo. Very agile and deal small damage but very fast (like CoW). Those are to be avoided at any cost, cannot be killed easily and cause of much death on this layer. The centre is completely mob free and a checkpoint to explorers. A village is located there for resupply and forging items. In the absolute centre is a small hole with a manual elevator.


    The guardian of this area is "The Blind", a girl that was born blind, but due to her other-worldly awareness extremely powerful at predicting mobs and humans next steps. The only guardian that must be fought to gain access to the next few layers. She is comparable to fighting Qira solo.
    Upon entering there is not much to be seen, it is fairly dark. After your eyes accustomed themselves to the darkness it can be seen that youre surrounded by beuatiful purple amethysts, in fact the whole cave consists of it. The layer consists of a lot of chasms, some sort of labyrinth. The main road was dug out and are equipped with lanterns to guide your way. A lot of ways however are not, not many people have been here. The mobs are very deceiving in this part, 4 are prevalent in this part.
    The first one is born from amethyst and comes out of the wall occassionally. It is slow and very defensive, nearly impossible to kill. What makes them terrifying is the fact they can call more mobs. They dont hit hard but leave you disoriented (they have Blindness AoE). It is best to escape them as soon as possible, otherwise the horde can not just block you off, but make a return to the 3rd layer impossible.
    The second mob is comparable to a minotaur. If a minotaur detects you then the only way is to stun it or outrun it. Killing is possible but very hard.
    The third one assumes the form of a mimic. It looks like a Relic but once picked up attacks the player. They have low health and can be killed easily.
    The fourth mob is very fast but deals no damage. However it animates the first mob to deal a lot more damage.
    No food whatsoever can be found, mobs are not edible. However a lot of minerals are found here, to be precise minerals needed to cure any effects from going back to the previous layers, they are rather abundand but need good tools to be harvested. Excellent gear can be found here. Additionally Relics with the power of Mythics (only Weapon) can be found here. The chance of finding them is the same as in the main World and factoring in the fact not many items are found here it is rather impossible to find them. There are several entrances to the fifth layer, one of which is marked on the main road.


    The guardian of this layer is "The Ghost", a guy that is famous for surviving the fifth layer 2 years on his own. Thanks to pure deception he was able to flee any deadly mobs as well as the dragon. He can be fought for fun and drops forged remedies.
    This layer consists of floating islands. No bridges connect them in any form or way, not many players have been there. It is very windy despite being miles upon miles below the initial village you started off. The islands have houses sometimes, there might have been a form of civilisation here, yet nothing human like can be seen here. The mobs are quite different than anything seen before. There are a few hostile mobs that can shoot, some of them hurt a lot and some of them are worse, they eternally poison you (antidote can be forged). There are scared mobs that run away if they detect a player. They however carry armor Relics along with weapons (can be killed). The area has 1 dragon that lives there. Naturally, it is extremely powerful. Some relics can be found in houses, beware though, some houses have relic guardians. They cannot be killed (too much health) but can be tricked by stun while another player loots it. Mythic Relics (only weapons) can be found with a ten-fold chance.


    The guardian in this area is "The Angel", a young girl having a talent for finding very rare Relics. Not much is known about her, but she is the daughter of the man that died coming back from layer 6. She is the current owner of "Lullaby of the Abyss".
    Only 1 person returned alive and knows what lies there, but sadly he died before describing it. The only thing he muttered was "She's down there waiting...". The only thing found was a helmet, which turned out to be a Mythic Helmet. The name it was given was "Lullaby of the Abyss".


    Nobody dares to be the guardian there.
    Nobody ever entered these layers. Nothing is known about them.

    Forging Items and Usables

    With certain ingredients and certain relic parts items (wearables) can be forged. Depending on combination of relic pieces and order different armor, weapons and accessories can be forged. Rarely a whole item can be found. The items function like items we have now on Wynn, providing health and a better chance to stand against hostile mobs.
    Usables are quite different and can be divided into 5 sections.
    - Potions and Remedies: Potions are rather inexpensive and easy to make, Remedies are rather expensive to make. Basically they can patch you back up or combat negative effects. They can however also buff yourself in case you get attacked. Remedies can counter certain layer debuffs and also certain poisons. They need a recipe however.
    - Recipes: They are used to grant you the power to brew certain potions and remedies, as well as handy rescue items.
    - Resources: They are used as ingredient to, for example, to craft tools needed to gain access to some relics. They can also be sold for a nice compensation.
    - Food: It is used to patch pets back up, they do not heal on their own whatsoever. They are also used on yourself to ensure survival (debuffs through hunger can range from slowness, blindness to death).
    - Rescue items: They are very very rare but something amongst the most useful. They can ensure partial safety when exploring, escape back to the previous layer up to detection of very rare relics themselves. It is rumored there is one usable that completely annulates a layer curse, yet none were found in layers 1-5.
    The tools are listed below. Those are items of a standard kit.
    - Pickaxe: Used to break stone to gain access of hidden chasms along with breaking rocks hiding Relics.
    - Axe: Used to break wood to open way to Relics. Can also be used to get firewood.
    - Shovel: Fairly simple tool to dig up Relics.
    - Ladder: Tool to lower yourself safely
    - Hook: Used to get upwards
    - Many more that are Relics themselves, having various properties

    Pets

    You can have 1 companion with you at a time, they all have different abilities and can be trained. There are 6 pets for you to choose. You level them up by going for an exploration with them and return unscathed. The lower you can go the more experience you gain.
    - Chicken:
    Stage 1 -> Can fly back to layer 0.
    Stage 2 -> Can send 1 item to your bank. Will not return and will be safe in bank.
    Stage 3 -> Can send 1 person back to surface, only 3 items are also transferred. Will not return and will be safe in bank.

    - Ozelot
    Stage 1 -> Negates 1 letal hit if accompanied. Will not return and will be safe in bank.
    Stage 2 -> Negates 1 letal hit of a party member or you. Will not return and will be safe in bank.
    Stage 3 -> Negates 3 letal hits of a party member or you. Will not return and will be safe in bank.

    - Pig
    Stage 1 -> Gets attracted to Relics/Mimics
    Stage 2 -> Gets attracted to Relics only
    Stage 3 -> Turns Mimics to Relics

    - Cow
    Stage 1 -> Endless supply of food
    Stage 2 -> Has 1 chest of inventory to carry items
    Stage 3 -> Has 1 double chest of inventory to carry items

    - Spider
    Stage 1 -> Climb walls while riding
    Stage 2 -> Retrieves Relics from dangerous spots
    Stage 3 -> Stuns enemy in a pinch

    - Wolf
    Stage 1 -> Attacks hostile mob
    Stage 2 -> Hostile mobs that are killed by Wolf have a 5% chance to drop a Relic
    Stage 3 -> Hostile mobs that are killed by Wolf have a 20% chance to drop a Relic and 5% chance to drop a Remedy
    Pets dont die but if killed they will be sent back to the bank and lose 10 stages of progress. It is of best interest not to let them die. A pet can level from 1 to 50.

    The Party System

    Exploration should not be done alone, the party system lets you team up with friends to explore. Chances are higher to survive if teamed up, however more mouths have to be fed. As no class has enough power to survive on his own in the lower layers it is heavily advised to have complementary classes and pets so everyones needs are fullfilled.
    Additionally guild raids can be done which benefits the guild in experience. Forging wisdom can be shared by the party system which allows for temporary skills in forging whilst in Abyss (layer 3 village).
    Finally a party member can be saved if he died. However, whoever is carrying you will have all their mana removed and their walkspeed reduced (-50%). You need 10 slots free to be able to carry a party member.
    Being partied up will raise the experience gained by 20%, and in guild raids by 30%.

    Experience and Levelling up

    Experience is not just gained from successfully returning from an exploration but also from the Relics returned as well minorly from mob kills. Saving someone unconscious rewards you with a lot of experience as you have to abandon a lot of things and risk your own life to save someone. To put it in perspective:
    To level from 1 to 25 it is expected to take around 50 hours of playtime (not counting deaths), everything beyond that takes a lot longer. 25-50 takes 100 hours, 50-75 takes 150 hours and 75-100 takes a staggering 200 hours. This amounts to 500 hours for one single class.
    Double XP influences everything (successful excavation, mob kills and many more), Loot and Dungeon Bombs have no effect in this world.
    Levelling up rewards you with 2 skillpoints per level along with the ability to wear better gear and gain proficiency on multiple tasks such as brewing and preparing food.

    Armor, Weapon, Accessories and Equipment

    There are 3 sorts of items: Normal, Expert and Relic. The prior 2 can be obtained by buying them in layer 0, the latter can only be obtained from the Abyss and forged on layer 0 or 3.
    Normal items are inexpensive hence they do not contribute a lot to help you in any form. They can be worn without restrictions, however they should be replaced with better armor as soon as possible.
    Expert items are human-made items. A certain dedication to perfectionism was used to create those items and thus they have their price. However they are very useful and contribute a lot to survivability as the buffs come in handy in a pinch.
    Relic items vary a lot in their usefullness. Not much is known where they come from, but wearing them gives a calming and soothing feeling. The sense of safety is otherworldly as most explorers wearing them describe. Compared to Normal and Expert, Relics they need to be identified. They have set bonus most of the time, the set itself has some very promising boosts, but come also with a cost. While some give mana regen, they will reduce walk speed. Some items activate only when worn as a set (similar to Black Catalyst). The form of Relics is given below.
    - Useless Relics: Those are weapons and armor pieces with nothing on them. They deal little to no damage (weapons) or do not add a lot of health (armor). The indication is often quite clear, thanks to them being identified and thanks to their level range they will yield a good amount of money if sold. Some of them are in fact Relic parts that are used in forging and thus do not seem to have a use at glance, so it is of great value to keep track of what Relics are worthless and can be sold and which parts are useful to forge items. Forging is possible on layer 0 and layer 3 (and if lucky also in lower layers). The parts can be for all 4 weapon types, all armor and all accessories.
    - Fully assembled Relics: They are rather rare but can be found in the Abyss. Yet unidentified they are fully functional once identified and do not require any more changes (except for the powders). The fully assembled Relics can be for all 4 weapons, all armor, and for rings and bracelets, no necklaces. The fully assembled items are far less useful than items that have to be assembled. They are however a lot easier to obtain and serve their purpose most of the time.

    Equipment is human made items most of the time, though rarely a relic with that property of a tool can be found. Simple tools are very inexpensive, things like hooks can cost a bit more.

    Bosses and Mini-Bosses

    Each layer features a few mini-bosses and one greater boss. Each of them are very feared, but upon first killing them successfully in a party the experience reward is very high along with the gain of good Relics. I will not go into detail about the small bosses, but will give a small insight into the layer bosses.
    Guardian of the Meadows - Hareld
    A white rabbit with 3 forms. The first stage is actually friendly and has low health, upon killling it it spawns the second stage. The second form is very agile and deals small amounts of damage, but attack as fast as CoW. His abilities are pull. Third stage he is not agile anymore but summons a lot of rabbits swarming you. Same with the mini Wybels in Orange Wybel they can be dealt with but deal a lot of damage if ignored. The ability of the main rabbit is charge (with explosion).

    Lore:
    This rabbit is a legendary creature tied with mother Gaia. It is assumed it is in direct connection to her guarding the beautiful meadows. It is the reason why everything flourishes and the rabbit itself fends off any intruder from the second layer. Humans are very thankful for it and provide a lot of sacrifices (fruits and herbs) to thank it for everything.
    Guardian of the Walls - Sorin
    A silverfish with 2 forms. First form is not very fast but can vanish and pull players towards him. He deals not much damage, but poisons the player heavily. The second form can vanish and uses a spread-out shot. It does not hurt much to be hit, but poisons the player.

    Lore:
    A very fearsome creature, known by all mobs in layer 2. Due to its powerful poison it is left alone most of the time, any mobs attacking it die either in the fight or later after. It has a rivalry with Hareld trying to get to the first layer. However Hareld is immune to the poison thanks to Gaia's blessing (purification) and thus Sorin stays in its layer 2. It resides in stone, being able to merge with stone and thus move swiftly.
    Sorin is known to attack weakened explorers returning from the third layer. Explorers with low health die easily to poison.
    Guardian of the Garden - Bloodrose
    A beautiful rose, in the middle of a clearing in the forest amongst a lot of neutral flowers. The rose has 3 stages. The first stage is friendly upon killing it spawns the second stage. The second stage spawns a rose that shoots spread-out shots. It attacks the flowers around it, they spawn another second stage that either shots single shots or move towards you fast and deal chip damage. The spawnrate is very high upon killing. Upon killing the main boss the third form is spawned. The third form shoots directly at you. It deals a lot of damage.

    Lore:
    Not much is known about the rose. Not many have seen it yet returned alive. It is said however it controls the flowers of its colourful garden and also extends up to the first layer where it gathers information of explorers. It is unknown if that is true or not, but it is rather chilling.
    Guardian of the Labyrinth - Stonemason
    A custom model of a boss made out of ores. The boss has 2 forms. The first form is very very slow and pulls the player towads them for a multihit. Occasionally it heavily slows down the target. The second stage is a lot faster now, but has a lot less health. It still pulls the player towards them for a multihit, but this time doesnt just slow down but also blinds.

    Lore:
    The amethyst boss is known for collecting minerals and rebuild fallen comrades. It is very caring, almost human-like. Something is very off-putting whilst fighting him, as if it is trying to free itself from the torment of being trapped. Though the multihits are very powerful... It is scarier once it is defeated, where it mutters the final words "Why?".

    The PvP-System

    Now here come the part where it gets interesting. Layer 2 and onwards have enabled the ability to attack other players. The only exception is the checkpoint in layer 3. Killing another player rewards you with what ever they have been carrying as well as some experience, however you will start to get noticed by other players by your level of hostility. This will be a great outlet in guild drama as now they can face each other directly in combat and see what guild will win in the end. On one hand you will be praised as a hero in your guild, on another hand you will have to face the consequences which I list below.
    - Tier 1 (Friendly) 1-2 kills: No changes whatsoever, no penalty
    - Tier 2 (Dangerous) 3-5 kills: A death means loss of 15 levels and a lock for 3 days. Can still be rescued so only the lock is used.
    - Tier 3 (Deadly) 5-10 kills: A death means loss of 20 levels and a lock for 3 days. Can still be rescued so only the lock is used.
    - Tier 4 (Ruthless) 10+: A death means loss of 20 levels and a lock for 3 days. Cannot be saved.

    Per day (actual 24 hours) 1 kill is removed from the Hostility Level. Anyone above level 50 in a guild gets 2 kills removed per day. Killing someone guildless (in no party) will count as 3 kills.
    Killing players thus come with a great burden as it is frowned upon by the community. The loss in levels is horrid and a factor for any player to reconsider an attack. Dont forget, you have to get out of here safely too, so you dont want to be hurt too badly. And you never know if they use someone as a decoy to ambush you.
    Players in layer 0, layer 1 and the village are safe, they cannot be attacked unless they agree to a duel. Duels do not add to the Hostility Level nor does it count as a death in general.

    Mob Drops, Herbal Items and Brewing GUI

    Mob drops depend on how dangerous it is to fight against certain mobs. Whilst weak mobs usually drop cheap junk items, powerful mobs that take a party or a guild to kill drop more expensive drops. They are usually used for food but rarely also for remedies (some mobs are natural fiends and developed immunities against for example poison). Each layer has weird merchants (are they human?) that trade junk items and mob drops for money.
    Herbal items are in very hidden spots scattered throughout the layers. They are easy to kill (friendly mobs) and can be harvested (afk there for example). They range from being useless (can be sold to merchant) to very useful (1 pot reaction to obtain health pots) and in a rare occasion (about 0.1% chance) drop a layer counter potion (layer specific).
    Compared to forging it is possible to brew whilst in the Abyss. However it requires you to be in a safe spot. Once the GUI opens a certain recipe can be put in (actual item) that will adjust the GUI to the slots needed for the items. From there you put in the items and confirm the brewing. This will leave you open to the brewing window which has to remain open for it to successfully brewn (and hence you are immobile and vulnerable for that time). Cancelling out of the window will refund you the recipe but not the ingredients (they will be lost) so be aware of your surroundings. The brewing takes time (from 30 seconds to 5 minutes to finish) so it is advised to have a mate watching over you.
    Successful potions result into health pots, skillpoint pots (both as in Wynn), various remedy pots (cure negative effects) or with a very rare chance save you from layer effects (dangerous ingredients, requires Relics and rare Recipe).
    If that wasnt clear yet, health potions cost a lot more now, were talking "Might not be worth it buying" so they are not just little side-items like in Wynn but rather very useful but scarce items.

    Forging

    Forging will not be done with another GUI but rather with merchants that act as the GUI for doing this. Similar to the way it is done with Legendary Island merchants, it is possible to let it detect certain items and their quantities to trade it for an unided item. This can be used as a form of forgery. Not just dependent on what item you input but also in the quantity will leave this open to a variety of possibilities. Making them unided will also add to their mystery of what item it will be once forged. The merchants for forging can all be found appropriately in their layers, but also in layer 0, where all merchants are to be found.

    Mobility and Scrolls

    As seen above, you will not have a horse whatsoever and thus your mobility is very limited. Scrolls work as per usual but will listen to any layer trespassing (the curse will affect you no matter what). The scrolls can teleport to either abandoned relic villages or outposts. As the ring around the Abyss and the Abyss itself will be fairly big it is nice to at least get some sort of mobility. Close range mobility can be provided with a hook as it can be used either to move vertically upwards, but also horizontally if needed.
    Additionally up to layer 3 will be a transport system using either railways or ballons (similar to what we have between Detlas <-> Cinfras and Kandon-Beda <-> Corkus. They however are not free and cost a bit, nothing grand however. This form of transportation cannot trespass layers.
    Trespassing layers is only working for layers 0 to layer 3. However they will just transport you a tiny bit, leaving the hardest part still open for you to walk (no easy way to negate layer effects).

    Trading System

    This will be untouched mostly, no changes are made to the system we have now.

    Quests

    The Abyss itself will have a few quests, they however are mostly discovering areas previous NPC explorers werent able to explore themselves and gathering quests (involving the slaying of dangerous mobs). All layer bosses will be involved in a quest where either its extermination or the quest drop is valuable and needed to fulfill the quest.
    The quests will be designed as per usual but will not lead to a valuable gain in form of money or items but rather in form of access to a specific area that makes it possible to gather more valuable loot (like specific ingredients for powerful potions).
    The only quest that is mandatory is the one that grants access to layers below 3 (and thus the battle between the player and the layer guardian).

    Leaderboards (Singleplayer and Guild)

    The leaderboards will gain additions in specific areas. As with Nether only kills were accounted and displayed on the leaderboards along with the main stats on Wynncraft itself. What I could imagine is creating a separate tab with achievements and leaderboards for the Abyss part of Wynn.
    There are 2 categories with 5 non-ordering categories:
    - Level achieved (main)
    - Relics found
    - Players killed
    - Explorations survived
    And of course there will be a guild specific Leaderboard:
    - Guild Abyss level (main)
    - Guild parties wiped out
    - Guild raids successfully survived
    The singleplayer leaderboard will motivate old players to reach a new goal whilst the guild leaderboard will finally show the power and cooperation a guild has. Not only will this turn harmless cussing into an actual fist fight, but it could also diminish guild drama as now they can be fought out. Any form of feeding will work, but comes with a tremendous loss for anyone feeding as the level decrease and the lock still takes place.
    As you can see, there will be no territory anymore, no space to fight over and defend with NPCs and mobs. This time you defend your honour and guild with your life.

    Identification and Stats

    Identifications are all the same, nothing has changed. However the standard cooldown and regeneration of certain identifications (either from items or from base) have changed.
    - Base Health Regen %: Extremely reduced (about 20 times longer)
    - Health Regen %: This stays the same though
    - Base Mana Regen: Heavily reduced (about 10 times longer)
    - Mana Regen: Regenerates according to nerfed Base Mana Regen
    - Mana Steal: Steals according to Base Mana Regen
    - Life Steal: Steals according to Base Health Regen
    - Raw Health Regen: The amount is greatly reduced, stay the same otherwise

    Raw Health Regen and Mana Regen are very rare to come across and thus will have a big price tag on them. To prevent them stacking (only Mana Regen) we can make the armor activate a "hidden" set bonus (like with Hive Items). This would not obstruct the items (as the listing would be rather huge) but also ensure people are not abusing this.
    Raw Health Regen should be stackable, same with Life Steal and Mana Steal.
    Stealing will drop money (even though the mob itself will not). If that is not possible then no items will have the stealing identification.

    Some Pictures and Items
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    More will be added once I get time.






    Inspiration: I had a lot of ideas for this a long time ago as I am a big fan of exploration and the idea of very dangerous raids. But the thing taht gave me the skeleton to put all ideas as organs into it was "Made in Abyss".
     
  2. aayl

    aayl Famous Adventurer

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    30 EB seems too little for all the pain and suffering we must go through.
     
  3. Salkasm

    Salkasm [[Hyperlink Blocked]] Staff Member Moderator CHAMPION

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    Raise to 48 EB? Or sarcasm, cant tell
     
  4. Nivla

    Nivla Making Change - Shaking Shit Up HERO

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    Mummy's rag is untradable.
     
  5. Salkasm

    Salkasm [[Hyperlink Blocked]] Staff Member Moderator CHAMPION

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    The unidentified version shouldnt right?
     
  6. Stag2001

    Stag2001 360 mlg hipster cat CHAMPION

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    I believe it is untradeble if unidentified too
     
  7. Salkasm

    Salkasm [[Hyperlink Blocked]] Staff Member Moderator CHAMPION

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    Aww thats depressing...
    Oh well, the case is closed then :(
     
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