Re:Birth, A MMO Story

Mm as far as I recall the Slime quest is over a week time limit, and so is the undead pockets. I cbf tracking it down but in the second to last update or so Kitan calculated we had around a week+.

The undiscovered threats are also a concern, but I mean a few hours spent boosting our entire guilds power level at 2x speed? I think we can and should afford that.
back on day 13 this was the state of the quest:
Kill undead, seal pockets of deathly energy, or find hidden pieces to weaken the hold of death on the forest and graveyard.

Kill 10 Zombies within Asahi Graveyard to lower Death Aura strength by 1%.
Kill 100 undead outside of Asahi Graveyard to lower the strength by 1%
Seal death energy pockets within Asahi Western Forest to lower the strength by 5%.

Death Aura strengthens by 1% each day.
Death Aura strengthens by 1% whenever a living Awoken dies within the Western Asahi Forest.
Death Aura Strengthens by 5% whenever a living Awoken dies within the Asahi Graveyard.
Double these totals when killing a non-Awoken non-Monster in these areas.

As Death Aura strengthens and weakens, additional effects are added to the Western Forest.

Death Aura strength: 73%
So at minimum the counter is at 83% since we're now on Day 23, but as long as the quarantine of the area holds it should be very manageable. Imo the play for our guild should be to only have the leadership squad enter to fight Death Pockets to minimise the opportunities for the corrupted players to increase that counter.

[x] K. Paladin (2/0/3/0/3/2)
[x] 5. Have Seto, Satoshi, Dark, and Lightning Hoof focus on the adds. Everyone else fights the boss.
 
[x] K. Paladin (2/0/3/0/3/2)
[x] 4. Don't rush into the boss. If a couple hours got you to level twelve, you can probably hit fifteen quickly enough. Grind to fifteen for another skill first. Be safe about it.

I've been convinced that grinding to level 15 is good. It'll make the other quests easier to solve as well. They might get exhausted though...
 
I really want to argue against spending our time grinding levels. We could see the difference in strength between our core leadership crew and the main body of our guild just in this last update. So much of progression in this game/story comes from secret missions, hidden rewards and world firsts, spending our time just grinding levels just does not compare, as we just saw. We should take down the boss, hope for bonus rewards from that and then move on to the next area to find new stuff there. We don't even get the XP bonus the rest of our crew gets. They can just keep coming back here tomorrow to keep grinding away.
 
Yeah whatever stat block we go with I really feel we don't need to grind the levels.

We will get the levels regardless from the upcoming fight and progressing the story with the other threats.

We basically walked through this dungeon with our eyes closed and our B team said they thought they could take the boss if there weren't adds to deal with.

Really it's a choice of if we want us and our main crew to get the boss kill bonus or give it to our other guild mates. Seems safe to assume we will win the fight levels or no.

I'd rather progress the story than grind for levels we don't seem to need atm and will get by progressing anyway.
 
I am a bit curious what the Adamantine Order is going to be. Not sure if the text is saying that they are an odd group of Tigers or if it is odd for Tigers to join them.

But they seem to be a sub-faction, real question for me: if it is just a sub-faction forquests, loot, skills etc. Or if it is also some type of hidden advance class beside the Regiment of Weapons or Shaper paths that Armory Priests usually gets.
 
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I am a bit curious what the Adamantine Order is going to be. Not sure if the text is saying that they are an odd group of Tigers or if it is odd for Tigers to join them.

But they seem to be a sub-faction, real question for me if it is just a sub-faction for loot, skills etc. Or if it is also some type of hidden advance class beside the Regiment of Weapons and Shaper paths.
Odd for tigers to join them since they mainly focus on all out atk according to what the guard said. Usually it's turtles.

Seems to be some sort of heavy armor/tank subclass yeah from the implications. Will be fun to find out.
 
Odd for tigers to join them since they mainly focus on all out atk according to what the guard said. Usually it's turtles.

Seems to be some sort of heavy armor/tank subclass yeah from the implications. Will be fun to find out.

The impression I got was that it was an order of exclusively Armoury Priests that specialise in tanking like Hita has started to, and that's why the entire order is 'odd.'

Edit:
Mr. Prokosch said:
Dungeon Bosses are grindable even if killing them changes the world state.

I think we can take the boss as a group, which will do more for everyone than grinding the rest of the dungeon. The boss is probably hard enough to cause exhaustion or take limited use powers, but still be worth more for the time investment. If they get enough from the boss and know the boss pattern they might be able to take him a few more times on their own before their XP and loot bonus expires.

Also just in principal I think grinding is sub-optimal. Quest rewards are substantial and you get XP and loot on the way. Quest rewards and achievements also give a distinct advantage over levels and let you take on higher level threats which will rubber band us up the level anyway.

And I've changed vote to fight the boss, if it's true what Prokosch says, then the guildies can continue to grind the dungeon and boss for the remainder of their xp bonus while we head out to the death pockets.
 
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[x] K. Paladin (2/0/3/0/3/2)
[x] 4. Don't rush into the boss. If a couple hours got you to level twelve, you can probably hit fifteen quickly enough. Grind to fifteen for another skill first. Be safe about it.
 
[x] K. Paladin (2/0/3/0/3/2)
[x] 1. Tackle the boss immediately, with the main crew handling the boss and the guild members handling the adds.
 
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I really want to argue against spending our time grinding levels. We could see the difference in strength between our core leadership crew and the main body of our guild just in this last update. So much of progression in this game/story comes from secret missions, hidden rewards and world firsts, spending our time just grinding levels just does not compare, as we just saw. We should take down the boss, hope for bonus rewards from that and then move on to the next area to find new stuff there. We don't even get the XP bonus the rest of our crew gets. They can just keep coming back here tomorrow to keep grinding away.
For me it's more about getting a new skill than any stat boost. We're gonna be fighting the PK-ers next and could use some additional fire power for that. If Call shield gets a level up that's good as well. A decent upgrade for that would be efficient calling so that we have some mana to spare. I doubt an additional shield will help all that much when we have a tower shield.

List of unchosen skills:

Alter Weapon (Buff) - The Armory Priest warps their weapons according to their whims, changing the physical damage type of a weapon by altering its shape. Percentage of damage type changes based on Intelligence and skill rank.

Crush (Buff) - By increasing the force transferred through their weapon, the Armory Priest increases the damage of a blunt weapon by 10% +1% per 10 points of wisdom.

Unburden (Buff) - Decreases the weight of a target's metal equipment, providing a base 4% dexterity buff per piece of metal armor worn, to a maximum of 20%. Buff scales with Intelligence and skill rank.

Disarm (Attack) - The Armory Priest focuses the metal mastery of their progenitor through prayers, pushing away an enemy's weapons and ripping them out of any grasp. Disarm strength scales with Intelligence and skill rank.

Flying Claws (Attack) - Calling upon their progenitor's mighty claws, the Priest strikes an enemy far away. Fire one to five metallic claws out of your staff, striking an enemy up to one hundred feet away, with a chance of causing bleed. Damage is determined by Intelligence. Chance to bleed scales with Wisdom.

Repel Metal (Continuous) - Rejecting all foreign metal around them, the priest creates a small aura (3 feet) that weakens weapon attacks or attacks made with metal elements targeting them by a flat amount dependent on intelligence and skill rank.

Repair (Ritual) - The Tiger is the master of all metal, and bypasses the needs of the forge. By praying over a metal piece of equipment for a period of time (determined by item level and rarity as well as character level and stats) the Tiger can repair without need for forge nor hammer.

If I had to guess I'd say that we're very likely to get an armor buff skill of some sort. Flying Claws will probably not be available since it seems outside of the path Hita has chosen so far.
 
We're gonna be fighting the PK-ers next and could use some additional fire power for that.

I think we've got more manpower, higher stats, better equipment, at worst comprable skills only maybe lower levels than the pk-ers. If we play it smart we don't need to fear them. And who knows what killing the boss will give us?
 
[x] B. Balanced Defense (1/2/2/1/2/2)
[X] 5. Have Seto, Satoshi, Dark, and Lightning Hoof focus on the adds. Everyone else fights the boss.
 
[x] K. Paladin (2/0/3/0/3/2)

[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, Kitan joins them.
 
Eh, fine. I guess we can keep reclearing the boss for boss drops after slaying it the first time.

[x] K. Paladin (2/0/3/0/3/2)
[X] 6. Hita solo-tanks the boss with healing support. Everyone else prioritizes adds first, but engages with the boss while adds are suppressed.

The adds get much worse if they're left alone.
Hita can solo-tank very effectively with her new armor and shield.
 
[x] T. Priestblade (4/2/0/1/3/0)
[x] 1. Tackle the boss immediately, with the main crew handling the boss and the guild members handling the adds.

Ngl I really want the achievement for possibly landing the final blow on the boss :V
 
The adds get much worse if they're left alone.
Hita can solo-tank very effectively with her new armor and shield.

I don't think this is a situation of a set amount of adds. I think the boss can summon more, that was why the guildies got overwhelmed. If that is true, your plan doesn't really work well since even if hita is strong now, I doubt she can solo the entire boss herself.
 
[x] T. Priestblade (4/2/0/1/3/0)
[X]5. Our groups handles the adds and the guildies focus on the boss. Seto joins the guildies. The main group all lands an attack or two on the boss in the beginning so they have contributed to any possible achievements/exp. If a rage mode/second made starts and the guildies are getting close to dying, kitan joins them.

Fluffy is the real MVP, she's got our back no matter what. Also I like these plans the most, especially since it accounts for the possible achievements (Although I wouldn't mind if the Hita solo vote wins simply because we probably won't have that many chances to face tank a boss and get away with it).
 
[x] K. Paladin (2/0/3/0/3/2)
[x] 5. Have Seto, Satoshi, Dark, and Lightning Hoof focus on the adds. Everyone else fights the boss.
 
[x] K. Paladin (2/0/3/0/3/2)
[x] 1. Tackle the boss immediately, with the main crew handling the boss and the guild members handling the adds.
 
Hey, @KittyEmpress so I've finely had time to read this second quest of yours and I've got to say that its pretty good and I find it very entaterning going from murder-blender but socially awkward Isha to social diva and still somewhat murder-blandy (maybe with a few friends) Hita.

Now a few things.

First of all the character sheet is showing the guild level as 4 but the last level up was level 3.

Now I'm not sure it's a typo because its sits at 0/100 to the next level and the guild did start grinding more seriously in the few in game days since that time and we did just clear out a dungeon.

But I figured I'll point it out.
Guild
Name:
The Fluffens Foundation
Level: 4
Experience: 0/100
[The Fluffens Foundation has reached level 3!

And as I'm already on the guild topic, what dos being an officer initial? Is it just reasonability and authority or dos it also gives some boost?

And on another topic how are you determining first X achievements?

Like a few things are fairly obvious like the land and guild achievement as you either need a lot of gold or a special quest.

Or beating something 5/10 levels above you as enough time passed that someone would do it.

Btu killing something 15 level above is something that we might have had a chance to get first at (judging from the fact we were second) and it isn't inconceivable that someone else would have found a way to another nation ahead of us as that was mostly luck than anything else.

So how is that determined? Full RNG or are you eying it and rolling a dice on the occasions that isn't enough?

I'm asking because I'm eying that first raid boss clear achievement, that s got to be something awesome.

And were not that far off from attempting it.

Which brings me to my next question.

Is the raid recommendation of 40 level 15 players takes into account guild bonuses?

Because if not, were probably close enough that we could attempt it after dealing with the undead.

At that point, the main group would probably be closer to 20 then 15 (and with their gear and higher stats most likely would effectively be more) and the current guild membership would probably also reach at least 15 if not higher (considering there were a few that have higher level then us and they were pointed out as getting even more levels).

If can recruit a few more (even if they don't get to 15) before we attempt it, upgrade the defenses of the guild (for that sweet stat bonus) and maybe recruit a few of the independents for the fight (there are a few which know what they're doing).

and the rewards are very good aside from the first achievement (I don't see another group manage a raid boss if in the next few weeks) and the ton of guild and poresanl XP or even the drops (which should be very good as it's a riad) the 5000 gold per percipients adds up to 150000 if were only doing it with 30 and goes up to 200000 if we do it with 40 or 250000 if we somehow manage to gather 50 people for it.

and well get another 1000-3000 in guild treasury gold depending on how many of the clears are from the guild.
 
And on another topic how are you determining first X achievements?

Like a few things are fairly obvious like the land and guild achievement as you either need a lot of gold or a special quest.
In the alpha version Kitty had drawn up a timeline of when the world would achieve certain firsts and worked off of that to determine how the player's actions rated.
 
btw @KittyEmpress is it possible to add a quest log to the character sheet. Did a reread last week and noticed that I had forgotten a quest (the one from the Tiger abbot about finding the bone). Not sure if there are more of them but would be nice for book keeping and planning.
 
btw @KittyEmpress is it possible to add a quest log to the character sheet. Did a reread last week and noticed that I had forgotten a quest (the one from the Tiger abbot about finding the bone). Not sure if there are more of them but would be nice for book keeping and planning.
Well, since you mentioned it, having the talents we unlock on the character sheet would be nice too.
 
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