Village of Vile Liege RP Map (Rough Draft)

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Flashlight237
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Village of Vile Liege RP Map (Rough Draft)

Postby Flashlight237 » Sat Oct 07, 2017 11:24 am

Note: This is a rough draft that is purely done by an interpreter. I'll leave bits that I've gotten wrong up to Polyedit2000 for editing. Thank goodness he can do that.
Image
Key: Red=Town
Blue=Dungeon
Green=Level Range (Interpretive)
Purple=Navigation (Directional)

Savag:A savannah continent filled with beasts and insects.
  • Portshore: A port town best known for its fisheries. Heroes often arrive at Savag from Portshore.
  • Vile Liege: A monster-sponsored town named by Dawn. Recently created, this town is home to the latest batch of NPCs. Unfortunately, due to an ill-devised decision, it'll be converted into a slave town.
  • Cape Construct: A town supported by Synthon: a technologically-advanced continent who arrogantly believes they can take over the world.

Bestiary

Base (for Polyedit's use):
Level:
Rarity: X/5
Weaknesses:
Resistances:
Status Resistances:
Drops:
EXP:
Gold: Usually about 1/3 to 1/2 the monster's EXP value depending on the monster.
Description:

Turtle King:
Level: 100
Rarity: 6/5
Weaknesses: None
Resistances: ???
Status Resistances: ???
Drops: ???
EXP: 64,000 (assumption)
Gold: 24,000
Description: A giant tortoise the size of a mountain. This creature is among the strongest mobs in the game. Only the mightiest of heroes or an angry Trina Riffin can take this guy down.

Spiny Spider:
Image
Level: 35-38
Rarity: 1/5
Weaknesses: Fire
Resistances: Water (Heals)
Status Resistances: Burn (50%)
Drops: Needle or Thorax (One or the other), Spiny Juice (25%)
EXP: 1200
Gold: 600
Description: The cross breed of a cactus and a tarantula. These guys don't actually make webs, but the thorax produces a hallucinogenic poison, causing confusion and poison upon injection.

Spiny Gigander:
Image
Level: ??? (Higher than Spiny Spiders)
Rarity: 3/5
Weaknesses: Fire
Resistances: Water (Heals)
Status Resistances: Burn (50%)
Drops: Needle or Thorax (One or the other), Spiny Juice (25%), Silk
EXP: ???
Gold: ???
Description: A larger breed of Spiny Spider capable of using silk webbing.

Bulkeroth:
Level: 48-52
Rarity: 4/5 (West), 2/5 (East)
Weaknesses: ???
Resistances: Earth
Status Resistances: Burn (one was playing with an Angry Sun)
Drops: ???
EXP: ???
Gold: ???
Description: A territorial creature much like a rhinoceros. These guys have powerful offensive and defensive capabilities and are rumored to be capable of summoning meteors.

Roper:
Level: 32-36
Rarity: 2/5
Weaknesses: Fire
Resistances: Ice, Thunder (Immune)
Status Resistances: Blindness (Immune)
Drops: ???
EXP: 800
Gold: 350
Description: A cyclopsian monster often disguising itself as a stalagmite or tree stump. Its saliva is very sticky and they are pretty capable of teamwork when more than one is found in battle. It may drain a hero's health if need be.

Angry Sun:
Image
Level: 35-40
Rarity: 1/5
Weaknesses: Water
Resistances: Fire (heals), Light (absorbs)
Status Resistances: Burn (immune)
Drops: ???
EXP: ???
Gold: ???
Description: Like in Super Mario Bros 3, these guys can charge at opponents. They are legit fireballs, so any physical contact will burn its opponent. A light beam will be emitted as well, causing light damage.

Dododo-dodo Dodo:
Level: ???
Rarity: 5/5
Weaknesses: Thunder (Birds hate that s***)
Resistances: ???
Status Resistances: ???
Drops: Dream Egg (2%?)
EXP: ???
Gold: ???
Description: An extremely rare bird in Savag. Its prized Dream Egg guarantees everlasting strength, making it sought after. It is, however, near extinction.

Feral Fang:
Level: 38-41
Rarity: ?/5
Weaknesses: ???
Resistances: ???
Status Resistances: ???
Drops: ???
EXP: ???
Gold: ???
Description: A wolf-like creature.

Beezel:
Level: 55
Rarity: 7/5 (Dungeon End Boss)
Weaknesses: ???
Resistances: ???
Status Resistances: ???
Drops: ???
EXP: ???
Gold: ???
Description: Ruler of Beezel Hiveworks. Beezel planned on installing a sauna into his/her hive, which sounds pretty ridiculous. Beezel is more versatile and has better offensive capabilities (attack, speed) than The Jungle King; however, Beezel's defenses are substandard for an end boss.

Unknown creatures aren't listed.
Last edited by Flashlight237 on Wed Oct 25, 2017 11:46 am, edited 6 times in total.

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polyedit2000
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Re: Village of Vile Liege RP Map (Rough Draft)

Postby polyedit2000 » Sat Oct 07, 2017 12:26 pm

More or less accurate, though I should clarify that, under normal circumstances, you can use either Portshore or Cape Construct to get to the other continents (Gyp is a bit north btw).

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Re: Village of Vile Liege RP Map (Rough Draft)

Postby Flashlight237 » Sat Oct 07, 2017 9:40 pm

polyedit2000 wrote:More or less accurate, though I should clarify that, under normal circumstances, you can use either Portshore or Cape Construct to get to the other continents (Gyp is a bit north btw).

Gotcha.

And it's edited. I made the navigation more directional than port-specific after your response. Oh, and I added stats for the Roper after looking back at FFVI's Monster Stat guide.

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Re: Village of Vile Liege RP Map (Rough Draft)

Postby Flashlight237 » Sat Oct 14, 2017 6:58 am

And here's Gyp.
Image
Key: Red=Town (not included yet)
Blue=Dungeon (not included yet)
Green=Level Range (Interpretive) (not included yet)
Purple=Navigation (Directional)

Gyp:A desert continent that once housed an ancient civilization. Gyp's residents are protective of Gyp and the ancient wonders it holds, which is why one would normally require a VIP pass (the letter) to travel to Gyp. Smugglers have found their way around this, charging a fee (usually 100 gold) to those who wish to travel to Gyp through the black market (meaning it's illegal).
  • Palm Port: A port town that used a Melody Sphere to keep Gyp Locusts out of town.
  • Golden Sand Palace: A palace where the Melody Sphere is crafted. Perhaps royalty can be found here?
  • Golden Sand Pyramid: A pyramid found between Palm Port and Golden Sand Palace.

Bestiary

Gyp Locust:
Level: 0
Rarity: 1/5
Weaknesses: Everything but fire.
Resistances: Fire (50%; it's pretty damn weak, so this resistance is only here so it doesn't scorch or char)
Status Resistances: Burn (50%)
Drops: Fried Locust (only if killed with fire; better source of protein than beef and tastes like chicken)
EXP: 0
Gold: 1 (Only if you physically run through one a la Mario and Luigi: Bowser's Inside Story)
Description: The weakest mob of the land. It's also the biggest pest; swarms of Gyp Locusts are known to eat up shipments of cargo. They hate the smell of rotting fish, allowing port towns to safely ship small cargo embedded with fish.

Sentinel Scout:
Level: 50-55 (overworld); 58 (Unknown Pyramid Dungeon)
Rarity: 2/5
Weaknesses: Magic attacks (they have poor magic defense)
Resistances: Physical attacks (they're stony); Earth, Thunder (immune)
Status Resistances: Stun
Drops: Linen bandages
EXP: 2700 (Overworld), 3500 (Pyramid)
Gold: 1250 (Overworld), 2400 (Pyramid)
Description: Living guardian statues built in the image of the Egyptian Gods. Attacks depend on the appearance, but they all have the capability of mummifying intruders as a defense mechanism.

Bandit:
Level: 50
Rarity: 1/5
Weaknesses: Fire
Resistances: Water (absorbs; they're people)
Status Resistances: None
Drops: Melody Sphere (Quests Only)
EXP: 1800
Gold: 800
Description: Arabian-styled bandits from Gyp. They tend to be more of a nuisance than a threat to heroes; they're also weaker than Bulkeroths.

Red Mummy:
Level: 58
Rarity: 1/5
Weaknesses: None
Resistances: Everything (50%; Skitts stated there were invulnerable to everything, but she clobbered a bunch of them)
Status Resistances: Burn, Blind
Drops: Red Bandages (100%)
EXP: 3000
Gold: 1500
Description: It seems ancient Gyptian commoners were mummified in red bandages. Like commoners, these guys are nothing special. Just don't stand in their way.

Green Mummy:
Level: 58
Rarity: 2/5
Weaknesses: None
Resistances: Everything (50%; Skitts stated there were invulnerable to everything, but she clobbered a bunch of them and red mummies))
Status Resistances: Burn, Blind
Drops: Green Bandages
EXP: 3000
Gold: 1500
Description: Green mummies are rarer than red mummies, mainly due to their social class. They seem capable of using wind; perhaps green mummies were craftsmen in their time.

Blue Mummy:
Level: 58
Rarity: 3/5
Weaknesses: Itself (self-destructive)
Resistances: Everything (50%; Skitts stated there were invulnerable to everything, but she clobbered a bunch of red mummies)
Status Resistances: Burn, Blind
Drops: Blue Bandages
EXP: 3000
Gold: 1500
Description: Blue mummies are rarer than green mummies. They are actually coffins that try to possess you, although they tend to blow themselves up. Watch out for that, though; the bandages might grab ya.

Yellow Mummy:
Level: 58
Rarity: 3/5
Weaknesses: None
Resistances: Everything (50%; Skitts stated there were invulnerable to everything, but she clobbered a bunch of red mummies)
Status Resistances: Burn, Blind
Drops: Yellow Bandages
EXP: 3000
Gold: 1500
Description: These guys are rather rare; perhaps it's because of their sniper-esque aim-and-fire attack.

Sentinel Maximus
Level: 58
Rarity: 6/5 (Boss)
Weaknesses: None
Resistances: Physical attacks (they're stony); Earth, Thunder (immune)
Status Resistances: Stun, Stuck (immune)
Drops: Nemes headdress (equippable), linen bandages
EXP: 24,000
Gold: 12,000
Description: A puzzle boss representing the first challenge of the pyramid dungeon. It's endurance makes it tough for even the mightiest heroes to kill. Although slow at first, this guy gets faster with each target it catches its sight on. I wonder what those switches do...

King's Instruments:
Level: 58
Rarity: 6/5 (Split Boss)
Weaknesses: Depends on Color
Resistances: Depends on Color
Status Resistances: Blind (immune)
Drops: Golden Sand Sandals
EXP: 5,000 per jar
Gold: 2,500 per jar
Description: Four differently-colored jars that represents each of the King's Instruments. There are red, green, blue, and yellow jars. Choose what jars to attack wisely; defeating one jar will spawn mummies of matching color.

King's Sarcophagus:
Level: 60
Rarity: 7/5 (Dungeon End Boss)
Weakness: Fire
Resistance: Earth, Light
Status Resistances: Blind (Immune), Stun, Stuck
Drops: Pharaoh's Tunic, Was-Sceptre, Elixir
EXP: 25,000
Gold: 15,000
Description: The sarcophagus of one of the most illustrious minds of Ancient Gyp. It doesn't contain its mummy; perhaps it was robbed quite some time ago.

Mummy Dancer:
Level: 65
Rarity: 1/5
Weakness: Poison
Resistance: Light (Immune)
Status Resistances: Blind (Immune)
Drops: Death Mask (6.25%), Mummy Wig (6.25%), Mummy Dancer Garments (6.25%), Mummy Dancer Anklets (6.25%), Mummy Dancer Bandages (6.25%)
EXP: 3,000
Gold: 1,500
Description: Sapphire's sexual servants and guards. These are living girls who were mummified and hypnotized by Sapphire.

Queen Sapphire:
Level: 70
Rarity: 7/5 (End Boss; Overseer)
Weakness: Poison (1st Phase); Thunder and Earth (2nd Phase)
Resistances: Dark (Immune; 1st phase); Fire, Ice, Water, and Steel (2nd Phase)
Status Resistances: None (1st Phase); Stun and Stuck (2nd Phase)
Drops: ??? (Drops only apply to end of battle)
EXP: 15,000 (1st Phase); 30,000 (2nd Phase)
Gold: 7,500 (1st Phase); 22,500 (2nd Phase)
Description: Two-phase boss. First phase is just Sapphire. She thinks the glasses on her face makes her smarter but she's really as smart as a fence. Her second phase is Sapphire unleashing her Kyogre Aura. Her weaknesses and resistances become similar to that of the real Kyogre. Sapphire also becomes a powerful magic attacker with strong magic defense (spirit) in her second phase (since Kyogre has high Special Attack and Special Defense stats).
Last edited by Flashlight237 on Sat Nov 11, 2017 4:25 pm, edited 5 times in total.

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Re: Village of Vile Liege RP Map (Rough Draft)

Postby polyedit2000 » Tue Oct 24, 2017 3:07 pm

Notes from a Traveller: Pyramid Dungeon ((True name being pieced together.))

---

((While the notes take some time to piece together, they also seem to present information from a different perspective.))

This pyramid is said to house the remains of one of Gyp's most innovative minds. As such, there are tricks and perils waiting inside, but will there be treasure in the innermost chamber, or is there a terrible secret hiding inside?

---

Section 1: "The Nimble Mind"
-Obviously, floor traps are bad news. In this case, it seems to loosen structures in the pyramid, causing rubble to fall.
-While that is bad news, I've noticed that some Sentinels were very tough but also very slow. It is possible that we could activate a trap and gain some distance, allowing the rocks to shave away a big amount of its health.
--The Sentinel Maximus must be the biggest Sentinel I've ever seen. It seems that it cannot be fooled with simple party diversions and it hits very hard. However, there are also several switches here.
--Ah, it seems that even though those switches are designed to bury the chamber, the falling rocks can also do serious harm to the Maximus. I swear the Maximus gets faster each time it chases someone else.
--Okay, more switches on equals more falling rocks. That means we got to limit how many switches we use if we want to get through this fight. Also, it looks like the Maximus's speed resets each time the rocks hit it.

Section 2: "The Colorful Mind"
-Now that we are past the big Sentinel, we're finally seeing Mummies. Though they're an unusally bright color compared to normal mummies.
-Ah, it seems those colored Mummies are some sort of golem. As such, we simply don't stand in the paths of the Red ones.
-Green Mummies are generating a suction that draws us in! Fortunately, the mage hit it to turn the suction off temporarily.
-A Blue sarcophagus landed near us and possessed Jimmy! The Blue Mummy exploded and all of use except Timmy and Jimmy got wrapped up. Of course, Timmy freed us afterwards, but from my guess, it seems that Blue Mummy hitches a ride and affects anyone in its explosion except its ride.
-A Yellow Mummy just stares...then it throws out a lot of bandages in that direction!
--We saw four jars, which actually turned out to be the King's Instruments!
--We slew the Blue King's Instrument first. However, the jars were haunted by Blue Mummies.
--Ah, it seems that when a Jar is slain, the mummy of its matching color joins the fray. If you are reading this, you best figure out an order that works for you.

Section 3: ((More pieces needed for information.))

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Re: Village of Vile Liege RP Map (Rough Draft)

Postby Flashlight237 » Thu Nov 16, 2017 6:41 am

Some precautionary text on Ventasia, Synthon, and Dark Lord's Isle.

Ventasia: Normally, one starts here, but everyone in the forum ended up in the middle of Savag.
  • Orc King's Domain: The Orc King held Venta captive here. She managed to sneak out of that baloney, though.

Bestiary

Orc King:
Level: 25
Rarity: 7/5 (End Boss)
Weaknesses: Dispel, Water
Resistances: None
Status Resistances: Stuck (Immune)
Drops: Orc King's Axe, Hi-Potion
EXP: 5,000
Gold: 2,000
Description: A brutish giant orc who had kidnapped Princess Venta. He's very bulky, but he is quite slow. Unfortunately, the writer of this info couldn't find any weaknesses for orcs aside from Dispel and Water.

======

Synthon: Continent where the world's current supply of synthetic rubber is held (Tomb of the Jungle King still has natural rubber trees) It arrogantly believes that it can take over the world despite the threat of Hades.

Bestiary
Synthon Slime:
Level: 1-100 (Varies by spawn point.)
Rarity: 1/5
Weaknesses: ???
Resistances: Fire
Status Resistances: Stuck (Immune), Paralysis (Immune)
Drops: ???
EXP: 10+Level^2
Gold: 5+(Level^2)/2; Rounded Down
Description: A rubber slime. Usually, they are the result of accidents.

======

Dark Lord's Isle: Last area of the game. The Dark Lord awaits your arrival on this island.
  • Ruined Town: The Dark Lord put you here. That's it.

Bestiary
Hades the Dark Lord:
Level: 98
Rarity: 7/5 (End Boss)
Weaknesses: Syphon (Status; 50%), Light (50%)
Resistances: Dark (Heals and Absorbs)
Status Resistances: Stuck (Immune), Paralysis (Immune), Confusion (Immune), Poison (Immune), Burn (Immune), Death/Doom (Immune), Freeze (50%)
Drops: None (Has a joke drop called "Fragment of Trina Riffin's Darkness" with a drop rate of 0%; akin to EBF4's Godcat with her joke drops of "Lance of Creation" and "Spear of Destruction".)
EXP: 100,000
Gold: 0 (You essentially beat the game if you win against him)
Description: A foreboding horned figure wearing a cloak. Only Dawn refers to this guy by name. He seems to be finding his way around every non-Syphon weakness so far.


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