Difference between revisions of "Muspel Mondays"

From HeRO Wiki
Jump to: navigation, search
Line 1: Line 1:
 
[[File:Wip.png]]
 
[[File:Wip.png]]
  
<!--  
+
<!.--  
 
'''Muspel Monday''' is a fully automated weekly event that occurs on Mondays. At midnight, a portal opens inside a building in Niflheim, leading to Muspelheim. Heroes that enter can explore the region or raid Surtur's Palace. It is recommended for high level players in a party setting, and they ought to be prepared against high level monsters in battle.<br>
 
'''Muspel Monday''' is a fully automated weekly event that occurs on Mondays. At midnight, a portal opens inside a building in Niflheim, leading to Muspelheim. Heroes that enter can explore the region or raid Surtur's Palace. It is recommended for high level players in a party setting, and they ought to be prepared against high level monsters in battle.<br>
  
Line 97: Line 97:
 
On the upper half of the first floor, there are 2 rooms, one on the far right and one on the far left. There is pedestal in the center of each room, which can be activated by clicking them. These are randomized.<br>
 
On the upper half of the first floor, there are 2 rooms, one on the far right and one on the far left. There is pedestal in the center of each room, which can be activated by clicking them. These are randomized.<br>
  
One will cause an explosion that damages all players in a 15 cell range around the pedestal for 15% of their current HP and SP. Around 8 to 16 of either either Svigalae, Eye of Surtur, Logi or Eimyrja will also ambush the area. These must all be defeated in order to continue interacting with the pedestal. They will remain alive for 1 hour, which means they can move rather far from the area, becoming hard to distinguish from normal monsters.
+
If the "wrong" pedestal is interacted with, an explosion will damage all players in a 15 cell range around the pedestal for 15% of their current HP and SP. Around 8 to 16 of either either Svigalae, Eye of Surtur, Logi or Eimyrja will also ambush the area. These must all be defeated in order to continue interacting with the pedestal. They will remain alive for 1 hour, which means they can move far from the area and become hard to distinguish from normal monsters.<br>
  
 +
As a prevention against wasting too much time on this puzzle, after 20 ambush mobs are defeated (About 2~4 incorrect selections), both switches will act as being the "correct" one.<br>
  
 +
Interacting with the "correct" pedestal will cause the boss Fafnir to spawn. He will remain alive on the field for 1 hour, and must be beaten to proceed. Failing to defeat him within the time limit will cause him to leave, and the pedestal puzzle will reset, meaning he will have to be fought again later on.<br>
  
The After each wrong selection, the switches will be randomized again
 
  
There are two rooms on the puzzle area, one on the far right and one on the far left.
+
===The Sun Orbs===
//= There is 1 orb on each room, one of which will randomly summon Fafnir.
+
//= The wrong orb will summon monsters and cause the area around the orb to decrease their HP by -15%,
+
//= The correct switch will be randomized again after each wrong selection.
+
//= To avoid doing this part forever or wasting too much time on it, after 20 ambush mobs are defeated, Fafnir is spawned.
+
//= After defeating fafnir, the warp to F2 will be opened.
+
//= After 1 hour from Fafnir's defeat, the warp will be blocked and the puzzle must be completed again, fafnir fight and all
+
  
If the wrong switch is selected, mobs will be summoned, and the correct switch will be randomized again after each wrong selection. To activate a switch again, all ambush mobs must be beaten.
+
The second map, accessible after beating Fafnir, is a large room containing a single pool of lava in the center, which can kill you if you walk in. Two glowing orbs can be found on the far left and right of the map. They have 1,000 HP and take only 1 damage from every hit, making them near indestructible. However, they will react and die when hit by the following specific spells:
  
To avoid doing this part forever or wasting too much time on it, after defeating a certain number of mobs that ambush you (about 2-3 wrong tries), the next step will proceed anyway.
+
*Fire Ball
 +
*Fire Bolt
 +
*Sightrasher
 +
*Esma
 +
*Fire Petals
 +
*Dragon Fire Formation
  
Afterward, a broadcast will be shown, and a single retouched Fafnir will spawn. You have 1 hour to defeat it before the puzzle resets and fafnir must be respawned. Once defeated, the door to the next room will open for 1 hour.
+
Both sun orbs must be beaten at about the same time, approximately within 5 seconds of the other's defeat, in order to weaken the seal blocking the way. If not destroyed, they will simply respawn 5 seconds later. '''Monsters in Muspelheim drop Fire spell scrolls, which can be used against these monsters in case players do not have these skills.'''
  
 +
This portion is impossible to complete alone. Two players are required to work together to proceed.
  
  
Players must navigate around the various warps within the Outer Sanctum of Muspelehim to collect 5 '''Sparks of Muspelheim'''. These Sparks drop from the various custom monsters found within the area. Once a player has gathered 5 of these items, they are permitted to enter the Rainbow Bridge via the center warp in the field. If the 60 minute timer runs out, the gateway to Muspelheim will collapse and players will be forced out of Muspelheim.
+
These monsters must be defeated to proceed.
 +
 
 +
//= There are two glowing orbs on the left and right part of F2's first room, and below each there is an invincible mob
 +
//= The monster will only react and cast the abracadabra insta-death skill when hit by certain fire spells.
 +
//= If both monsters are defeated within 5 seconds, the seal blocking the path to the next section will fall
 +
//= Both monsters respawn every hour.
 +
 
  
 
Monsters found at this stage are:
 
Monsters found at this stage are:

Revision as of 14:16, 2 March 2019

Wip.png

<!.-- Muspel Monday is a fully automated weekly event that occurs on Mondays. At midnight, a portal opens inside a building in Niflheim, leading to Muspelheim. Heroes that enter can explore the region or raid Surtur's Palace. It is recommended for high level players in a party setting, and they ought to be prepared against high level monsters in battle.


Location and Time

Muspel Mondays and its Event Bag counterpart, Mini-Muspel, gives players a chance to explore the realm of Muspelheim.

The portal to Muspelheim can be accessed from a Rune-Midgard base in Niflheim, which is located near town square (niflheim 210 215), just a few steps north of the tool dealer. This portal opens each Monday at 00:00 / 12:00 AM. It remains open for the complete duration of Monday, and closes on the same time the next day (24 hours later). You can enter and leave as you wish while the portal is open. Once the portal to Muspelheim closes, all players are warped out back to their save point. If your save point is inside Muspelheim, you will be warped to the Niflheim base.


Muspelbase.jpg


Outside Mondays, Muspelheim can only be accessed by the usage of an Event Bag with the GM Assistant. In this version, the portal is only open for 30 minutes. Mini-Muspel cannot be started During Muspel Mondays, or one hour before or after it.


Muspelheim Field

Niflheim and Muspelheim Base

The Niflheim and Muspelheim Bases are connected whenever Muspelheim's portal is open, and serve as a sort of hub for players. In the Niflheim Base, warpers can be found, as well as information NPCs and special traders, while the Muspelheim base offers Kafra, Healer, Repair and Tool Dealer Services, and is the start location for quests.

See Muspelheim Quests for info on the quests & features available in this region.


Field Map

Muspelheim Field is composed of 4 interconnected maps.

File:MuspelFieldMap.jpg


Muspelheim Monsters

Almost all monsters in the realm spawn nowhere else, and drop both unique gears and those that aren't easily obtainable elsewhere.

Characters of any level may enter Muspel, but high level and preparation is advised. The fields are recommended for around Lv 75 Non-Trans / Lv 70 Trans classes.


See Muspelheim Field Monsters for more detailed info.


Sparks of Muspelheim

Sparks of Muspelheim are a unique miscellanous item only obtainable in this realm. They are used to access Surtur's Palace, in a few custom quests, or as ingredients to craft the God Item Mjolnir.

MuspelSpark.jpg

This item can be dropped, stored or vended, and can be taken out of Muspelheim, but cannot be brought back in to the realm. If you try to go into the lower level of the Muspelheim Base with sparks in your cart or inventory, you will receive a message saying the item cannot be brought back in, so if you're trying to access Surtur's Palace, make sure to hand in your sparks before heading to the Kafra or Healer.


At the upper level of the Muspel Base, Verthandi can take your sparks. She requires a particular amount to weaken the seal surrounding Surtur's Palace. On Mondays, the amount of sparks required are 4 multiplied by the amount of times Surtur was defeated the previous Monday, plus 30. This means that if Surtur was defeated 3 times the previous Monday, 42 sparks will be required to access the dungeon. In the case of Mini-Muspel events, the required amount of sparks is fixed at 30, and defeating Surtur will not affect the amount of sparks needed for the next Monday.


Spark turn-ins are global, not per character, making this a group effort. Once Verthandi has been given the required sparks, the seal will be destroyed. During this time, NPCs at the bridge outside Surtur's Palace, in Muspel Field 04 can warp you to the dungeon inside. 1 hour after its fall, the seal will regenerate, and sparks will need to be gathered again to access the palace. In the case of Mini-Muspel, this seal will regenerate when the event ends.


Surtur's Palace

To progress through Surtur's Palace, various puzzles must be completed. These range from killing specific monsters to flipping switches. Some require more than 1 person to complete, making this, much like the Muspel Spark gathering portion, a group effort.


Dungeon Map

The palace is composed of 4 maps, 3 of which must be traversed in order to reach Surtur.


Palace Monsters

This dungeon is recommended for Lv 85 Non-Trans and Lv 80 Trans. However, the two bosses are recommended for even higher levels, skill and preparation. Monsters in the area react differently depending on the skill used on them, meaning the strategy can be different if a wizard is attacking storm gust, or if a sniper is using sharp shooting.


Fire Armor can help reduce some of the damage taken, but you will still take damage from other properties, such as shadow and ghost.


See Muspelheim Dungeon Monsters for more detailed info.


Lobby & Garden

The lower half of the Palace's floor, where players arrive, is accessible, while the upper area is sealed off and inaccessible. To unlock it, you must defeat a 100 HP crystal mob located in a dragon statue in the indoor garden area to the east. The monster takes 1 damage, so for faster results, it's best to have berserk guitar user around, or a high wizard that can use JT or LoV.


Once defeated, the hallway leading to the upper half of the map will remain open to everyone for 1 hour.


The Flame Pedestals

On the upper half of the first floor, there are 2 rooms, one on the far right and one on the far left. There is pedestal in the center of each room, which can be activated by clicking them. These are randomized.

If the "wrong" pedestal is interacted with, an explosion will damage all players in a 15 cell range around the pedestal for 15% of their current HP and SP. Around 8 to 16 of either either Svigalae, Eye of Surtur, Logi or Eimyrja will also ambush the area. These must all be defeated in order to continue interacting with the pedestal. They will remain alive for 1 hour, which means they can move far from the area and become hard to distinguish from normal monsters.

As a prevention against wasting too much time on this puzzle, after 20 ambush mobs are defeated (About 2~4 incorrect selections), both switches will act as being the "correct" one.

Interacting with the "correct" pedestal will cause the boss Fafnir to spawn. He will remain alive on the field for 1 hour, and must be beaten to proceed. Failing to defeat him within the time limit will cause him to leave, and the pedestal puzzle will reset, meaning he will have to be fought again later on.


The Sun Orbs

The second map, accessible after beating Fafnir, is a large room containing a single pool of lava in the center, which can kill you if you walk in. Two glowing orbs can be found on the far left and right of the map. They have 1,000 HP and take only 1 damage from every hit, making them near indestructible. However, they will react and die when hit by the following specific spells:

  • Fire Ball
  • Fire Bolt
  • Sightrasher
  • Esma
  • Fire Petals
  • Dragon Fire Formation

Both sun orbs must be beaten at about the same time, approximately within 5 seconds of the other's defeat, in order to weaken the seal blocking the way. If not destroyed, they will simply respawn 5 seconds later. Monsters in Muspelheim drop Fire spell scrolls, which can be used against these monsters in case players do not have these skills.

This portion is impossible to complete alone. Two players are required to work together to proceed.


These monsters must be defeated to proceed.

//= There are two glowing orbs on the left and right part of F2's first room, and below each there is an invincible mob //= The monster will only react and cast the abracadabra insta-death skill when hit by certain fire spells. //= If both monsters are defeated within 5 seconds, the seal blocking the path to the next section will fall //= Both monsters respawn every hour.


Monsters found at this stage are:

Stage 2: Rainbow Bridge

Players have to defeat all 10 Selkies who guard the Rainbow Bridge that connects the Outer Sanctum with the Inner Sanctum. However, this is a very challenging task due to Selkie's frequent usage of powerful magic attacks and various slowing tactics, along with a very fast respawn time. All Selkies must be cleared from the bridge at the same time in order for players to proceed to the next stage. If any have respawned, the players will not be warped and must continue to fight the Selkies. All players on the map will be allowed to move on to the Inner Sanctum once the Selkies are cleared. If the 60 minute timer runs out, the gateway to Muspelheim will collapse and players will be forced out of Muspelheim.

Monsters found at this stage are:

Stage 3: Inner Sanctum

The Inner Sanctum holds the Masters of Muspelheim. First players have to face the greedy dwarf Fafnir's challenge and defeat him in his guise of 4 dark dragons. The 4 transformations complement and assist one another while possessing powerful fire attacks and disabling incoming enemies. Can the heroes also work together to fight off the 4 dragons' cooperation and teamwork?

Beyond Fafnir's challenges is the final battle against the Master of the Fire Giants, Surtur. Featuring a powerful arsenal of fire attacks, the Master of Muspelheim features many special abilities that allow him to suddenly appear in front of opponent in ambush attacks and summons many creatures of Muspelheim to assist him in battle. Fight on for the utmost glory! Once Surtur is defeated, a warp portal will appear to transport players out of Muspelheim. Any player who passes through this portal will receive bonus exp.

If the 60 minute timer runs out, the gateway to Muspelheim will collapse and players will be forced out of Muspelheim.

MvPs found at this stage are:

Muspel in the Chronicle of the Heroes

<to be added>

Trivia:

  • Muspelheim was released in late 2008 as the consequences of the end of Eudoxie's Shadow Side Story.
  • This event was later updated in May 6, 2013.
  • A complete revamp of Muspel was released on March 2, 2019.

-->