What would your Reckoning look like?

Let's have some fun during this downtime. What would your character's personal own Reckoning area/s look like, were they chosen for the top 5 and given a bash zone in the current event?

What mobs would you have, what area would it be in, what would be the boss, what would your staff look like? Go wild with it! Don't forget to tier the mobs a bit, and have somewhere between 4 and 10, so the more that die the tougher ones come out.

Full descs and intended mechanics optional. Feel free to explain your choices.

---

Area:

Mob/s:

Boss:

Staff appearance:

Planar echoes on -
Area renew:
Area reinforcement:
Boss arrival:
Boss death:
Reckoning victory:

Explanatory:

Comments

  • Iocun said:
    Area: Mhojave.

    Mobs: Small camels, large camels, racing camels, fighting camels, limping camels, fat camels, pretty camels, murderous camels, hungry camels, sick camels, joyful camels, were camels, old camels, energetic camels, lewd camels, zealous camels, wise camels, playful camels, monstrous camels, fiendish camels, daring camels, strong camels, sad camels, unexperienced camels, ponderous camels, athletic camels, ghost camels, majestic camels, normal camels, poetic camels, powerful camels, flying camels, pestilent camels, raiding camels, helpful camels, oblong camels, humorous camels, allegorical camels, armored camels, inconspicuous camels, godlike camels, wet camels, hairy camels, holy camels, xenophobic camels, inquisitive camels, pontificating camels, visiting camels, annoying camels, brutal camels, tainted camels, prehistoric camels, erroneous camels, slanting camels, militant camels, ninja camels.

    This, but Thraasi and mules. And burros. And maybe some donkeys.
  • Would be nice that we could use the shards from old icons to make facets. Would give those who want to avoid PK to do.
  • Well, you can still hunt the denizen armies and leave when the commanders arrive. That way you can help without any PK.
  • Would support ninja camels




    Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
  • edited April 2020
    Ictinus said:
    Obviously anyone attacking her that has a comma in their title anywhere will be instantly killed.

    Ictinus, The Architect
  • I'm not sure what  I'd do with denizens, probably something daemonic, but if it was like Iocun suggested...
    Iocun said:
    Would have been fun if Yudhishthira had just stood in front of them and said, "so, now summon your armies!" and left them with that without any admin help :D
    ... @Proficy would have been the boss
  • And then this other guy who is a Priest rolls in 4 deep and ganks you after all your items are gone.

  • Atalkez said:
    Would support ninja camels
    Ninja Alpacas.

    and rage ponies. lots of angry equestrians. 
  • Veldrin said:

    The slamming of doors

    Boss mechanics
    When Pericles gets summoned

    Oh no.

  • It's an absolute travesty that Profit isn't one of the finalists. You all need to do better in future.

  • Area: Annwyn and the Underworld combined into one

    Mobs: artefacts, a pile of credits, and bottled tears from gambling losses - which have all come to life.

    Boss: An old man whose head is extremely inflated from past accomplishments.

    Boss mechanics: the boss doesn't actually physically attack you, there's just a tornado of artefacts around him and when you get close they hit you hard. You have to figure out how to dodge the huge damage. Once you do all it takes is getting past the layer of artefacts, and then a couple newbie kicks should do it. Also, if Proficy is logged in this boss is 3x stronger and there are two tornadoes of artefacts. Boss may also randomly decide to stop mid fight and return quickly to a stack of guards and ignore your tells because they had to answer a work call.

  • Area: unsigiled offices 

    Denizens: sentient paperwork 
    ________________________
    The soul of Ashmond says, "Always with the sniping."

    (Clan): Ictinus says, "Stop it Jiraishin, you're making me like you."
  • edited April 2020
    Area: Southern Vashnar Mountains

    Mob/s: Kashari swordsman

    Boss: The ghost of Lucaine Pyramides

    Mechanics: The ghost will recite a poem that you have to read and react to, which tells you what to do, with each hit he does. Anything you do that is incorrect gets you brokenstarred. Three incorrect ones in a row gets an Annihilation, which truekills everyone in the room. Once you enter his room, you cannot leave without killing him or truedeath. On death, he drops the broken hilt of Three Moons which can be given to Murad for a special cutscene.





    Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
  • Atalkez said:
    Area: Southern Vashnar Mountains

    Mob/s: Kashari swordsman

    Boss: The ghost of Lucaine Pyramides

    Mechanics: The ghost will recite a poem that you have to read and react to, which tells you what to do, with each hit he does. Anything you do that is incorrect gets you brokenstarred. Three incorrect ones in a row gets an Annihilation, which truekills everyone in the room. Once you enter his room, you cannot leave without killing him or truedeath. On death, he drops the broken hilt of Three Moons which can be given to Murad for a special cutscene.

    Fun fact: the 'obey the command correctly or be pwnt' mechanic almost made it into this round of bosses. It is one of my favourite ideas!\
    "If you build it, they will come."
  • edited April 2020
    Area: An underground casino underneath the Brass Lantern Inn, accessed through a secret passage that Cherry only accesses after you've placed an order with her. The Bouncer at the entrance will only let you in if you're over 21 AND you've a certain description length and have 2 or fewer articles of clothing on, have bounties on your head surpassing 100,000 gold, or if you bribe him with 20,000 gold per visit. 

    Mob/s:
    - Ex-girlfriends and working girls that roam and aggro if you don't custom emote them at least 1/15sec (regular emotes don't do it. Better figure out that $name emote tag stuff quick!). If they enter the same room, they instantly aggro and grow 3x stronger. They hit you with cheap shots that prone you and stun and if you're prone, they deal more damage.
    - Politicians that roam and ask you to justify your existence. If your answer is unsatisfactory, you get a demoralized debuff that disables one of your entire skills.
    -Philosophers that require you keep feeding them drinks and talk to them or they grow tired of you and walk away. But if you repeat 3 words in a sentence, they grow weary and walk away anyways. This happens even when you're killing them. 

    Boss: Dr. Kortoxian. His attacks' damage scales with the number of mental afflictions on the target: He attacks the room with syringes that cause relapsing mental afflictions and focusing in his presence will convert each focused affliction into two mental afflictions given to someone else in the room at random. If someone has 5 or more mental afflictions, Dr. Kortoxian can take them away, disappearing from the area and they will true-die. The deathsight will say something about an experiment gone horrifically wrong. No body, no burst. You just die. Then the Dr. reappears in the area in a random location.

    He will occasionally dose the entire room with gleam in a cloud of gleam (breathing prevents). Anyone dosed will be affected by his passive: which makes the adventurer with no gleam in their system (or the fewest mental afflictions) suspicious, and then all attacks directed at Dr. Kortoxian will go toward the suspicious individual instead. 

    Anyone with gleam withdrawal symptoms in the area will wander involuntarily toward Dr. Kortoxian.

    If he offers you gleam, you must snort it or he'll call the bouncer to kick you out of the casino. You're not cool enough to hang. 

    Also, the area effect will be damage based on the number of mental afflictions you have. It would be written as you mind picking up on the impossible details of your surroundings, rejecting this false projection of your world. And it would randomly do 2 effects from the list: 
    1. Aeon
    2. Increased balance recovery time until the next area-attack
    3. Increased equilibrium recovery time until the next area-attack.
    4. Retardation
    5. Gleam Dusting
    6. Randomly teleport everyone to a different location in the casino.
    7. Target one player with suspicion
    8. Prismatic barriers for everybody and everything!
    9. Chaos Rays
  • I dream that mine would be am isolated, abandoned, half-submerged library that you would battle whispers and those little spa fish that nibble at the dead skin on your feet... but they dont stop at the dead skin.

     Intermittently the area will whisper a question spoken in a randomly selected racial language and if you respond to it in kind you get a minute buff (nonstacking) against the reckoning denizens of that area.

    No idea about a champ though.
  • edited April 2020
    I'm cheating a little bit here; Syrennia doesn't really have much of a defining story... So I'm just gonna describe what I, personally, would like.

    --Details--
    It would be akin to my favourite raid from WoW, with some twists.


    Location: Some void-touched / plague-ridden tower. The first minute or two of the video is what I'm thinking of. Shrines are immediately blown up because they shouldn't have any place in an event like this. Attempting to make them will still take resources, they just get destroyed as soon as they're placed.

    Mobs: See below 'mechanics'.

    Boss: Some sort of supercharged Chaos Lord/Elemental. Chaos beings have names mortals can't possibly pronounce, so we'll call him Billy. I envision him as looking something like this.

    Area renews: Your vision becomes distorted by chaotic energies as the land changes before your very eyes.

    Area reinforcement: Unholy cries ring out as eldritch horrors pour forth from the ether.

    Admittedly I haven't logged in to see how these work, so I might be thinking differently... But it's -my- Reckoning! - As the above suggests, the tower has forced levels to it. The entire area changes as you progress, though the layout remains the same (just room descriptions and such grow steadily more void-like), and the mobs all change.

    Something like imps/gremlins/lesser void elementals -> thralls/ void-warped versions of Achaea races / greater void elementals -> void-crazed lunatics / void lords / chaos lords -> boss (dunno how many 'waves' the current areas have; can split them up into more I guess.)

    --
    Boss arrival: Your psyche becomes overwhelmed as reality itself breaks apart around you, twisting and warping your surroundings into something anew.
    --

    At this point, the whole previous 'area' gets collapsed and replaced by a portal that leads you to where the boss is. A simple little 'platform' comprised of 4 rooms surrounding a central room (where the boss stands). Look at ~3:00 in the video for what I'm imagining. The 'pillars' on the edges are what I'm thinking of, for the 2nd mechanic.

    Now for the fun part! Mechanics... Admittedly Achaea's engine might not be capable of some of these things. I don't know!

    1) Billy thinks alliances are stupid. But he also believes in fairness, strangely enough... Thus he does not need defenders, even ones who decided to side with him. Anyone not of the attacking party who enters his portal will be promptly slain. The 'attacking party' is decided as the first ~6+ people from a city to enter the portal. An 'attacking party' is required to be designated before he will engage you, else he's impervious to damage. 'Fairness' is simple: you cannot attack other players inside his realm. Billy can handle himself, don't worry.

    --Explanation: If 5 Ashtani join and 3 Hashani, then join he's immune. If 3 more Hashani joins, the 5 Ashtani are slain. Hashan is now the attacking party for the next 30-60min. The city siding with him, will not be able to be a party, nor can the previous city who tried killing him (thus they cannot enter his portal).

    --An event where cities work together is cool and all, but being able to actually work out big bad bosses, without annoying twattles trying to fuck you over all the time, is also pretty enjoyable as it turns out.

    2) Each room branching off the platform has a symbol in it. Best to figure these out before engaging him! Every so often 2 people get marked: go to the room that matches your mark, and kill the mob there. Only you can damage it. If they don't die in time (takes roughly 5 hits; lasts about 16-17 seconds) your group gets incurable sensitivity which stacks. (He doesn't hit very hard at the start; quick, but not hard). You can still survive his damage relatively safely with 2-3 stacks. There will definitely be times where you won't kill them both, after all.

    --These rooms CAN change when this mechanic is completed; best to keep an eye out after killing the mobs.
    --Occasionally walls pop up to block the rooms, best have 1-2 people to get rid of them before it happens.

    3) Occasionally he'll trap someone in a void prison, that does increasing amounts of damage to that person (starts low, ramps up rather quickly. They can't do anything, including heal, while inside of it- you have about 10 seconds, maybe a little longer if artied, before it kills them). Damage it to break them free. Won't bypass burst, but if they do die it'll explode and add another stack of that sensitivity to your group.

    4) A windup AOE, with two mechanics. a) two people get marked, they have to stay with boss. Anyone else present true-dies when it goes off. b) there needs to be at least 1 person in each of the outside rooms, if there isn't when the AOE goes off, everyone true-dies.
    --Yes, this does mean you'll need at least 6 people. I don't see this as a negative, though I appreciate some might.

    5) No other mechanic will happen while this is going on, for obvious reasons... Roughly every minute he will possess someone, and become unattackable himself. The possession supercharges them, and makes them attack much quicker (not harder) + have much more health... Except a) They can't control their actions or their targets, and b) They start attacking your party. So you have to either subdue them until it runs out, or kill them. They will still cure as per normal (no you can't turn curing off to cheese the mechanic, or just not have cures), and at roughly 1.5-2x the speed, including writhes/stuns.

    --Deaths don't bypass starbursts, so you'll want to have one! You'll likely have time to reink it before mechanics start happening again, though unlucky timing might occur. Who knows! Hail Chaos!
    --If the person dies, the boss will be stunned for a few seconds as his consciousness transfers back. If they don't, their stats are lowered temporarily and the mechanics start happening a little faster.

    6) Just for fun: When he 'dies' a collapsing rift opens in a random room. You have about 10 seconds to find which one, and escape through it, before the entire platform implodes up and kills anyone left on it.
    If I had to estimate, I'd say the fight would take roughly ~4-5 minutes depending on the ability of the group. Like a lot of MMO bosses, coordination is paramount, rather than being super geared and tanky. @Makarios you already know how much of a nightmare it was to figure out Silantor and Lhortae in Imperian, let's do bosses like that!

  • Area: A flooded graveyard

    Mob/s: a drowned wretch, the ghost of a Cyrenean citizen, a Mojushai ghoul, an undying constable, a spectral archer, an amaranthine wisp

    Boss: The Wraith of Hailqas'an

    Area renew: The waters of the flooded graveyard grow dark as pitch as amaranthine vapours bubble forth and escape.

    Area reinforcement: The wails and moans of undead echo across the graveyard, followed by the sound of shifting waters. 

    Boss arrival: Stygian shadows blanket the graveyard as the words of Hailqas'an intone in your mind. "Tezlari-tarin has finally joined this one in her grave..."

    Boss death: Her demise rushing forth, Hailqas'an weaves the amaranthine wisps about her. "Hailqas-" she yells, her words suddenly drowned out by the thunderous peal of a clocktower bell. Her eyes growing wide at the sound, the wraith's body shatters into amaranthine vapours, caried away by the cold winds. 

    Area Mechanics:
    • Unnaturally Flooded: This area is flooded with dark, cold waters which make traversing the area slow. Even more concerning, waterwalking enchantments seem to have no effect and all who try to take flight or leap into the air find themselves wrenched back to the ground by sable tendrils.
    • Amaranthine Wisps: These wisps will empower other non-wisp denizen mobs in the room, increasing their health, damage, and unlocking a new ability.
    • Echoes of the Past: Occasionally adventurers are subjected to hallucinations of the denizens in their prior lives.

    Boss Mechanics:
    • Shattered Soul: Around the graveyard are Shades of Hailqas'an which must be destroyed to make the Wraith vulnerable.
    • Alone: The Wraith of Hailqas'an stands alone in the center of the graveyard and will leash to a certain distance. 
    • Lethal Weapon: The Wraith of Hailqas'an has an unstoppable one-shot attack while the Shades are still alive. This attack has a telegraphed wind-up and can be avoided by leaving the room... if you can.
    • Lament of the First of Six: At low health, Hailqas'an will return to the center of the graveyard and begin her Lament, starting an internal timer. Should the timer reach 0, the Lament will complete, and all adventurers in the area will be slain by crushing rubble. During this time, all the amaranthine wisps in the area will slowly start to make their way toward Hailqas'an. If a wisp is consumed, the timer increases by a set amount (15 seconds) and a set of mobs are spawned around Haliqas'an. If another wisp is consumed too quickly though (within 10 seconds of the last), it will instead reduce the timer by 10 seconds. Additionally, if a wisp is consumed by Hailqas'an while mobs are in the room, those mobs get buffed like they would if the wisp was present in earlier phases. Wisps will stop in a room if they are in combat with an adventurer and will continue toward Hailqas'an if the adventurer leaves the room.
    Explanatory:
    Mechanic wise, the fight is just a series of balanced steps. Slay enough denizens that Haliqas'an spawns, then slay the Shades without killing too many wisps. Once the Shades are dispatched, Hailqas'an can be engaged freely until she begins Lament of the First of Six. Once she starts her Lament, the real challenge begins. Parties must balance between slaying spawned denizens, slowing wisps, and dealing damage directly to Hailqas'an. If you manage to pass the DPS check, you win, otherwise, you get buried under rubble, have to pray for salvation, and the fight starts over.

    The fall of Cyrene and the subsequent Resistance raid to retake it is pretty much the defining moment of Synthus. It's defined his hatred of the Tsol'teth, it made him question his own strength and resolve, and it more or less changed his life. It would make sense that his Reckoning would revolve around that and the one antagonist he's ever faced off against.
  • ...I want to see that as an actual area now. Holy shit. You should like, give admins full permission to use that and delete it immediately. :hushed:
  • Ygia said:
    ...I want to see that as an actual area now. Holy shit. You should like, give admins full permission to use that and delete it immediately. :hushed:
    I'd love to see it too, and there's a lot there that can be added to of course (the various additional abilities the mobs get, flavour text for the hallucinations, etc). I mean, even though it is a concept for a Reckoning, it could potentially be converted into some sort of pocket-dimension foray or other similar encounter.

    If the admin want to use it, they have my full permission. Only thing I'd ask would be to be part of the creative process on it if possible.
  • I'll let you guys come to your own conclusions as to what a Tesha reckoning area would have looked like. I think it would have been amazing!

     i'm a rebel

  • A few changes earlier, and probably a bit more time to ferment the pre-reckoning into this phase and it'd be solid. The bosses are solid, the areas being open pk only after commander (though I would have preferred it be three phases over the same duration, phase 1 just for hunters, phase 2 is the open PK bit with hunting to summon the boss, and then a mad dash to get the boss in an area to fight it, get a short time limit to get it down or despawns).

    The bosses themselves are solid, a very welcome change from the previous runs of honours mobs. My favourite is definitely the Aerinewild one from a mechanics standpoint. Honestly a bit longer for the pre-reckoning part to stew, perhaps voting to 9 candidates, then some other stuff to break it down to 3 and then the reckoning are ways IMO to improve it for future use. A lot of good things with a few bad that sour it a bit. Overall, this+some changes to either make it a FFA or force more inter-city relations or such would be pretty cool. I know things like UW war has shown some cities don't exactly take to that (coughmhaldorcoughcough), but I'd be up for it on the whole.
  • Minifie said:
    I know things like UW war has shown some cities don't exactly take to that (coughmhaldorcoughcough), but I'd be up for it on the whole.
    I thought that was one of the more interesting events, just because it was different (for Mhaldorians). We knew OOCly that we (as a city) wouldn't have a real impact on the outcome due to every Mhaldorian being spread out among all candidates, but I enjoyed the awkward interactions and trying to gain trust from the bulk of the candidates' supporters, the puzzling things together from bits and pieces of information from all factions, etcetera. Someone even made some headway supporting an otherwise unsupported candidate, if I recall correctly.
  • The Underworld war had its issues, but overall it was a pretty neat event. It showed what you could do with big multi-party battle events, I think.
  • Minifie said:
    A few changes earlier, and probably a bit more time to ferment the pre-reckoning into this phase and it'd be solid. The bosses are solid, the areas being open pk only after commander (though I would have preferred it be three phases over the same duration, phase 1 just for hunters, phase 2 is the open PK bit with hunting to summon the boss, and then a mad dash to get the boss in an area to fight it, get a short time limit to get it down or despawns).

    That's how leyline majors work, and it's pretty solid. Open PK until you get enough objectives, then a portal opens only your 'side' can enter, to fight the boss. Only issue you run into there is everyone camping the portal.
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