Chapter 9: Virsha Cave

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This is the next dungeon by the route I am following, going from Bradtiel to Taraq and then keep going. Virsha cave is a cave where you can get from C rank to A rank ores by only mining in the cave and don't worry about if it is limited because every time someone enters, all the ores are back. Still there are dangers in this cave like broken floor that will lead you to a lower floor but will take a bit of HP, monsters or broken floor in the last floor.
The monsters here are really dangerous if you go without anything to take care of poison.

Level of the area: 20-35.
Types of monsters: 3 normals, 1 Odd Monster Type, 1 legendary boss.

Odd Type monsters are hybrids between two monster types that gain special passives, extra power and sometimes they gain more power as more adventurers it kills before being killed. They don't have the AHF system but they are quite a challenge. Their spawning rate is lower than the normal ones

Normal Monsters:
Lv 20 Cave Draugr:
HP: 5000
Mp: 20
STR: 10
VIT: 10
INT: 1
DEX: 1
AGI: 1

Bio:
The Draugr are undead warriors that worked under the orders of Selviel, the god of the undead and death and their reward was eternal life, which was given in form of them becoming Draugr. That later people say that Selviel breaks his oaths, only he understand them in a different way. There are many variations of Draugr depending on the dungeon they are in. They all have some passives in common like mastery in weapons, but they all have changes right after that.

Skills:
Selviel's blessing: They are alive thanks to Selviel's magic. And his magic binds them to do anything they are ordered by Selviel.
Draugr Roar: Active. 10 MP cost. A roar that makes all the enemies afraid and run away.
Dust to Dust: Lv 5 passive. They have greater resistance to stuns since their brain is not working. Unluckily this comes with the effect that if they die, they will turn into dust and their equipment will fall to the ground and the adventurers will have only 15 seconds to pick them up.
Mastery in Weapons: Passive. Deals a 10% extra damage with any type of weapon.
Swift thrust: Active, 1mp cost. A quick thrust made with a sword. It is weaker than usual
Gale Slash: Active, 2 mp cost. A super quick slash that is really hard to dodge or deflect. It is weaker than usual
Swift Dash: Active, 1 mp cost. A quick dash that can be used several times together.
Shield Charge: Active, 1 mp cost. A charge with the shield. It can be bounced off.

Weakness: Holy weapons, fire, heavy hits.

Drops:
-Broken Sword.
-Undead Armor: D Class armor. 10% STR, 10% VIT, -10% AGI. 80 DEF.
-Undead Shield: D Class shield. 20% STR, -50% Critical damage recieved, -40% INT. 12 DEF.
-Draugr Core.
-Draugr Ring: S class Accessory. Gives a 200% of extra HP to any undead you rise. Only can be used by Necromancers.

Lv 25 Hellish Hound:
HP: 6000
MP: 4000
STR: 12
VIT: 12
INT: 1
DEX: 12
AGI: 12

Bio:
These hounds are created by a Undead Cultist. As long as one exists they will keep spawning, or if there is magic in an area.
They aren't fast cause they are like zombie dogs.

Skills:
Pack Force: Passive. As more hounds are together, more powerful is each hound.
Hound Aura: Passive. The hounds give an aura that makes them resistant to any type of spell that isn't of fire.
Strong Bite: Active Skill, cost 20 mp. A reinforced bite that can kill a stray adventurer if it hits the neck. Easy to counter.
Quick Step: Active Skill, cost 30 mp. A quick move that is hard to follow. Increases the critical rate of the next strike.
Quick Tackle: Active Skill, cost 70 mp. A quick tackle that can't be avoided.
Follow-up Burst: Active skill. Cost 40 mp. After using a skill and hitting they can repeat it and hit again. Only works once
Hell Blaze: Active Skill. Cost 3 MP. Causes a burst of flames made of darkness.

Weakness: Holy weapons and fire magic.

Drops:
Dog Meat: Can be used for cooking.
Hound Bones
Hound Claws
Hound Core
Hound Soul: It can be used to craft the Hound Staff. It allows you to cast hounds until you have no mp. They cost 2 mp.

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