Difference between revisions of "Muspel Mondays"

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The palace is composed of 4 maps, 3 of which must be traversed in order to reach Surtur.
 
The palace is composed of 4 maps, 3 of which must be traversed in order to reach Surtur.
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===Palace Monsters===
 
===Palace Monsters===
  
This dungeon is recommended for Lv 85 Non-Trans and Lv 80 Trans. The two bosses are recommended for even higher levels, skill and preparation, however. using Fire Armor can help reduce some of the damage taken, but you will still take damage from other properties, such as shadow and ghost.
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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. 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.
 
See [[Muspelheim Dungeon Monsters]] for more detailed info.
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Once defeated, the hallway leading to the upper half of the map will remain open to everyone for 1 hour.
 
Once defeated, the hallway leading to the upper half of the map will remain open to everyone for 1 hour.
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Revision as of 13:13, 2 March 2019

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<.!-- 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. 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 upper half of the Palace's floor 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.


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At the second area, there are 2 rooms, one on the far right and one on the far left. There is 1 switch on each room, one of which moves the event forward (AKA 50% chance to get it right on each try).

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.

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.

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.


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.

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

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