World Scenario
1. Dungeon & Stone: A single-player RPG, an indie roguelike game from overseas. It does not support Korean and uses 2D pixel graphics. Despite being a vertically scrolling game, it offers incredibly high freedom. From the protagonist's perspective, the skill system and world-building are appealing, and the story was also interesting. When the character dies, you have to start over from the beginning. In the game, companion NPCs are essential for progressing, but you can never trust them due to betrayal. This is especially true for those you've only recently met. The main fun comes from strengthening your character by accumulating experience points as a farming game, consuming essences, and acquiring equipment. Experience is only granted on the first hunt, so you typically consume essences and gather experience to reach the next level to grow your character. In fact, if you don't grow your character with essences, it becomes impossible to gather the next experience points. This is not a game that simply relies on HP/MP or item levels. It's a hardcore game where even a high-ranking explorer can die from a single misjudgment. No matter how strong you are, a critical hit means death. Some are lucky enough to survive, while others lose their lives just by slipping. [Dungeon & Stone] is a game that faithfully follows this cruel aspect of reality. While it's a game focused on growth, creating the perfect final build is important, but designing it so that you can raise your character to the final build is several times more important. If you don't prepare multiple necessary items and alternative essences for each stage, it's impossible to grow your character to the final build. It's important to steadily increase the value of your skills without losing the character's concept. To enjoy it properly, you generally need to be good at improvisation. For example, during a hunt, a rift might suddenly open, you might encounter raiders, or a companion might betray you. Such unexpected situations occur in every playthrough.
1-1. Stats: The main stats are Body, Mind, and Ability, but pressing the [+] button next to them reveals thousands of detailed stats. For example, if Strength, a sub-stat of Body, increases, there are bonuses to carrying capacity and physical attack power. Flexibility slightly increases evasion and critical hit rates. Vision increases the range of long-range weapons and the character's field of vision. Scent becomes a coefficient for related abilities, and Accuracy is literally accuracy. Therefore, even if the Body stat is 50, the things a character can do will be completely different depending on the detailed stats. {{user}} figured all of this out on their own, repeating numerous experiments and creating statistical data just to clear the game. Unlike the game, it's patched into reality, and new functions can be added to other detailed stats. For flexibility alone, it becomes easier to dodge, you can succeed in actions you couldn't before, it becomes easier to enter narrow spaces, and you absorb impact better upon landing than with a stiff body. These things couldn't be known even in the game, so there's a slight disconnect between reality and the game. Each stat also has a different rarity. Natural Regeneration, Magic Resistance, Physical Resistance, Soul Power, Mana Affinity, etc. These rare stats in the game also tend to be measured at low values. Each detailed stat has a coefficient, and the main stat increases according to that coefficient.
- Strength: The higher the Strength, the higher the physical damage. It also provides bonuses to carrying capacity, etc. It is treated as a Tier 1 stat among all stats.
- Agility: Movement becomes faster. The higher it is, the greater the eye-hand coordination and reflexes increase. It is considered a Tier 1 stat among all stats.
- Flexibility: Evasion and critical hit rates slightly increase. Higher flexibility makes it easier to enter narrow spaces and absorb impact better upon landing than with a stiff body. Conversely, lower flexibility makes the body much stiffer than before. Some actions that were previously possible become restricted.
- Physical Resistance: Essential stat for tanks. Skin and bare skin become tougher. It has a high impact on defense.
- Bone Strength: A stat that has a high impact on defense. Bone strength increases, and teeth become harder. It is classified as a high-tier defensive stat.
- Vision: Increases the range of long-range weapons and the character's field of vision.
- Weight: Affects knockback and blunt weapon damage.
- Appetite: Hunger cycles come faster.
- Perception: Affects eye-hand coordination and judgment speed. If it decreases, the body becomes sluggish overall. If it increases, time feels like it slows down.
- Pain Tolerance: The higher it is, the more pain from damage is alleviated.
- Bone Density: Higher bone density reduces height and makes the facial bone structure smaller, providing cosmetic benefits.
- Natural Regeneration: Wounds heal naturally. This alone dramatically increases survivability. If high, not only scars heal, but even severed limbs can regrow over time. However, even a severed finger takes an enormous amount of time to regrow, and large body parts cannot regrow. Of course, with the essence of Stormgash, a severed arm can regrow, but it's a power of ability with extremely difficult conditions.
- Fighting Spirit: Regardless of the enemy encountered, it instills a destructive instinct without fear. Exceeding a certain level helps escape the [Fear] status.
- Scent: Literally, the sense of smell. Upon reaching a certain point, you can smell the scent of mana and use it to find your way.
- Stamina: Also called 'Ki'. It is separate from life force, so even high natural regeneration has no effect on stamina recovery. It's an important stat; in the game, if the stamina gauge drops below 10%, the character stops moving. It doesn't have a huge impact on combat power, but if it runs out, you become unable to act, making 'Stamina Recovery Support Scrolls' essential for multi-hour raids. Higher stamina reduces accumulated fatigue in mind and body.
- Magic Resistance: Essential stat for tanks. High-value stat. Resistance to magic damage. If high, you gain resistance or immunity to status effects. A value of 400 or higher grants immunity to suppression.
- Endurance: Affects the maximum stamina and recovery speed.
- Willpower: Provides strong resistance bonuses to mental magic or status effects.
- Soul Power: Serves as MP. There is no way to increase it except by leveling up and consuming certain essences. The regeneration speed of Soul Power is proportional to its total amount.
- Intuition: Literally, intuition. Increases intuitive ability. Although there is no clear basis, the hit rate is surprisingly high. You can discover hidden spaces, and if you get even the slightest bad feeling, it's best to run away.
- XX Affinity: Affinity stats are the core ability for elemental damage dealers. The affinity stat provides a bonus to the power of that element (e.g., Cold Affinity, Fire Affinity).
- XX Resistance: Defensive stat that provides resistance to that element. Classified as a high-tier defensive stat (e.g., Fire Resistance, Lightning Resistance, Earth Resistance, Cold Resistance, Poison Resistance, Holy Resistance, Dark Resistance).
- Cutting Power: Increases sword attack power. Core stat for sword-wielding classes.
- Leap Power: When you jump, you feel lighter and go higher. Increasing it tightens the thigh muscles.
- Field of View: Widens the field of view, not eyesight. In the game, it provides bonuses to detailed stats like evasion rate.
- Soul Regeneration: The most difficult stat to acquire.
- Muscle Mass: A super-rare stat obtainable only from some monsters of Rank 3 or higher. For every 1 point of Muscle Mass, the total Strength stat increases by 1%.
- Luck: Increases the probability of random elements like critical hit chance.
- Control: Provides bonuses to prevent mental magic or status effects like 'Fear'.
- Adaptability: Gradually reduces the effect of debuffs in proportion to their duration.
- Recovery: Adjusts all healing and regeneration effects in proportion to the stat. Regeneration effects include MP recovery.
- All Elemental Affinity: Water, Fire, Wind, Earth, etc. Amplifies the efficiency of any elemental skill used. Elemental Affinity itself is extremely valuable and a very important stat in [Dungeon & Stone].
- Hearing: Sounds scattered in the air become clearer.
- Reputation: High reputation leads to recognition from those around you, increasing the probability of special events like sudden quests. You may also receive quests of a type you couldn't before, or unexpectedly receive high-paying requests. A bonus is that initial favorability increases when talking to NPCs you've just met. Most importantly, if your Reputation is low, you cannot enter the first area, the Imperial City of Karnon, making high Reputation essential for game progression.
- Support: A special stat generated when becoming a leader. Support affects leadership within the clan, reduction of anti-government factions, and success rate of policies and directives based on its value. It's useless in the explorer route, but it becomes a stat you need to pay close attention to once you enter the internal affairs content.
1-2. Level: When your level increases, your Soul Power (MP resource needed to use abilities) increases, and the maximum number of essences you can absorb increases by +1. Up to level 5, Soul Power increases by 10, and after that, it increases by 30. When you level up, you feel a dense something flowing through your veins and filling your body. The higher the level, the explosively higher the required cumulative experience. 'Merit' is a local term for experience points. It is also used as a word for the elevation of one's soul. Once a certain level is reached, speedrunning becomes the easiest way to gain experience. You can only get experience from the same monster once. You have to defeat various monsters, like filling a bestiary, to level up. On the other hand, the experience for opening the first portal is only about Rank 8 monsters, but unlike monsters, it accumulates permanently. Therefore, adventurers who have reached a certain level desperately focus on speedrunning. When you hit a wall, the only way to break through it is by grinding merits.
1-3. Control Content: Content that starts from at least the 5th floor. Initially, it appears as a way to block movement between maps before clearing the main episode, but later, if you create a clan, players can also control hunting grounds. Of course, this requires a massive workforce, so it's a loss unless it's a habitat for some rare or boss monsters. Some clans are granted rights within the labyrinth by the royal family in recognition of their merits. Of course, control content doesn't just exist in the game; it's been implemented in reality with a much harsher 'hell optimization' patch than in the game. To hunt monsters that only appear in the field, you have to pay the clan that has secured the spot. By the way, even if you pay, it's only for a one-time hunt to gather experience. Because of this, growth is slowed down on the 5th floor not because you can't defeat monsters, but because of people. The clans on the 5th floor have a close relationship, so if you're blacklisted, you can consider yourself unable to hunt there.
2. Worldview: Thousands of years ago, a witch's curse made it impossible for life to exist on this land, and only the last bastion, Lapdonia, was spared from the disaster. For the starving citizens with limited resources, the royal family opened a passage to another dimension, which became the current labyrinth, according to public knowledge. Unlike [Dungeon & Stone], it's not a game world made of HP/MP. It's reality where a single mistake leads to death and there's no 'retry' button. When leading a party, someone dies by your judgment and decision. In the game, it ends with one character's death, but here it's different. Even high-ranking explorers can instantly lose their lives to low-ranking explorers if they let their guard down. In the labyrinth, unlike in the game, traces of the witch are occasionally found.
2-1. Labyrinth: Opens once a month. You enter by opening a portal in Lapdonia's dimensional plaza. Your starting position upon entering is random. There is only one way to leave the labyrinth and return to the city: wait until the floor closes. At a set time, the labyrinth expels the explorers on that floor back to the city. Floor 1 closes after 168 hours, Floor 2 after 240 hours, and Floor 3 at the end of 15 days. As the floor number increases, the period you can spend in the labyrinth also increases. However, no matter how many days you spend or which floor you are on, when you return to the city, you will always return at noon the next day.
2-1-1. Records: Even the locals have passed down information about the labyrinth through records since it has existed for thousands of years. However, truly valuable knowledge is monopolized by a select few. For lower floors, you can obtain some information from books. However, from the 5th floor onwards, it is classified as advanced information.
2-1-2. Floors: Where floors connect, there is always a portal stone.
- Floor 1 'Crystal Cave': A torch is not really necessary. The crystals attached to the walls and ceiling act as light sources. Of course, there are dark areas on Floor 1, but except for the outermost parts connected to Floor 2, they are extremely limited. There are four portals on Floor 1, one in each cardinal direction (East, West, North, South), and the connection to Floor 2 varies by region. The monsters that appear change based on the cardinal direction. East has Blade Wolves, West has Gnomes, South has Ghouls, and North has Goblins. In the center of Floor 1, all four types of monsters appear, and there is the Monument of the Great Sage.
- Floor 2: Monsters that appeared in groups of three to four on Floor 1 now appear in groups of a dozen or more, along with variants and even higher-grade monsters. The surroundings are as dark as night, but the scattered lights in the sky like the Milky Way provide some visibility. To the East is the 'Beast's Den' (a canyon terrain. There are so many forks and complex rules that it's very difficult for inexperienced explorers or those without special abilities to break through. Rank 9 monsters like Giant Blade Wolf, Blood Blade Wolf, Wall Mole, Queen Wall Mole, Half-Moon Rock Bear, and Vulkar, and Rank 8 monsters like Saber-tooth Tiger and Werewolf appear.), to the South is the 'Land of the Dead' (a sticky black earth with every step. Ruins of stone structures are visible everywhere. The visible range is particularly narrow even within Floor 2. The faint, mournful cry of a Banshee can be heard from afar. You only need to proceed north, making it the easiest way to reach Floor 3 among all Floor 2 routes. The combat power is much higher than in the Goblin Forest, but the Goblin Forest is more troublesome. The Land of the Dead is much darker, but at least there are no traps here. After walking for a while, the terrain becomes hard and uneven. Rank 9 monsters like Ghoul, Elder Ghoul, Skeleton, Skeleton Warrior, Skeleton Archer, Skeleton Mage, Banshee, and Rank 8 monsters like Deathbind, Chimera Wolf, Ghoul Lord, and Rank 7 monster like Dullahan, and Rank 6 monster like Death Knight appear.), to the West is the 'Rock Desert' (Upon entering, you see sand underfoot, hot air, and stone ruins casting shadows along the torchlight in the darkness. Rank 9 monsters like Gnome, Kobold, Kobold Shieldbearer, Corrupted Gnome, and Rank 8 monsters like Stone Golem, Rock Giant, Sandman, Sandworm, and Rank 5 monster and superior variant, Deathworm, appear.), and to the North is the 'Goblin Forest' (It's relatively bright among Floor 2 areas. The starlight in the sky provides some light. Unlike Floor 1, goblins are not necessarily near traps. Traps here are best considered as terrain features. They are laid out everywhere. Besides traps, goblins usually gather in groups of a dozen or more. There are 8 portal stones, and once one is opened, the remaining stones turn into rocks. Therefore, latecomers typically search for portals by taking a wide detour around the outskirts. Without a guide, this process takes an average of 2 to 3 days. Hobgoblins appear in the outskirts of the forest. It's the shortest distance to Floor 3, so high-level players use this route. Rank 9 monsters like Goblin, Goblin Swordsman, Goblin Archer, and Rank 7 monster like Hobgoblin appear.).
- Floor 3 'Pilgrim's Path': Unlike the previous floors, all routes connect from Floor 3 onwards. The starting point varies by route, so to meet explorers from other routes, you have to follow the path to the center where the Floor 4 portal is located. Floor 3 is incomparably larger than the previous floors. Therefore, in addition to the floor name 'Pilgrim's Path,' it is also referred to by names based on monster habitats, as listed below. It's a vast floor consisting of over ten different fields. Representative fields include Steel Rock Hills (the starting point when taking the Beast's Den route. It's a high-altitude area within the labyrinth, offering a panoramic view of the vast Floor 3. Mountains, fields, flowing rivers. Dense forests and a spire reaching the ceiling in the center. The number of monsters peaks on the third day, and silver light spheres are seen rising from the ground like dandelion seeds. The labyrinth gradually brightens, a sight only early arrivals can witness. The light spheres disappear after reaching the ceiling in about a minute. Rank 8 monsters like Wormstone, Iron Falcon, Steel Hill Guardian, and Rank 7 monster like Aiantro appear.), Orc Colony (The area with the highest monster population among the various regions of Floor 3. The difficulty is the second highest among Floor 3 regions. Rank 8 monsters like Orc Shaman, Orc Warrior, Orc Archer, and Rank 7 monster like Great Orc Warrior, and Rank 5 monster like Orc Hero, and Rank 2 monster like Orc Lord appear.), Twilight Slope (the starting point when taking the Rock Desert route), Black River Estuary (the starting point when taking the Land of the Dead route. Characterized by dozens of shallow streams. The stench of sewage from the dark estuary is a bonus. Rank 8 monster Frogman appears.), Verdant Tail Marsh (the starting point when taking the Goblin Forest route. Rank 8 monster Lizardman appears.), Sculpted Temple (an adjacent field to the Verdant Tail Marsh. Filled with ruins of collapsed stone buildings. It's the least popular field on Floor 3, with only one type of monster appearing. To go to Floor 4, it's much easier and faster to go through the adjacent field, so explorers rarely pass through here. Rank 7 monster Nameless Statue appears.), Thorn Reed Field (a hunting ground referring to a part of the western fields from the Witch's Forest. The thorn reeds reach up to the shoulders. There are no landmarks, and the ground is flat.) etc. In the center of Floor 3 is the Witch's Forest (the central area of Floor 3. A vast forest surrounding the Floor 4 portal. The forest is large and not used as a primary hunting ground by explorers, so the resident population is small. Monsters of Rank 7 to 8 mainly appear, including some spectral monsters with physical immunity. It's perceived by most explorers as a necessary passage, with minimal advantages as a primary hunting ground. Dry thorn trees entwined with vines. Everything seems to move. After 12 hours of entry, the field effect intensifies, inflicting the status effect [Witch's Eye]. After 84 hours, the field effect intensifies further, escalating [Witch's Eye] to level 5. The field debuff [Witch's Eye] is the real reason the Witch's Forest is considered a passage. Its effect is that if you stay in one place for a certain period, 'Carnivoro' will appear, and the 'certain period' gradually decreases as the level increases. On the first day, it's about an hour, and on the third day, it's about 10 minutes. When [Witch's Eye] reaches its maximum level of 10, Carnivoro will appear even if you stay in one place for just 3 minutes. Rank 9 monsters like Fairy, Wraith, Witch's Lamp, Woodman, and Rank 8 monsters like Snetree, Dallowter, Mutant Lesser Spirit, Homunculus, Owlbear, Dryad, and Rank 7 monster like Half-Troll, Carnivoro appear.).
2-1-3. Monsters: When a monster dies, its body breaks into small pieces, and glowing dust scatters. The clothes and weapons it wore also turn into light and disappear, and the dead monster leaves behind drop items. After a certain amount of time, the monster respawns. As time passes in the labyrinth, the number of monsters that roam together increases. They show intense hostility towards explorers. Monsters are broadly classified into 4 types. Monsters are broadly classified into 4 types. Variants (cases where the race is the same, like Goblin Archer and Swordsman, but the class is different.), Superior Species (any monster whose rank is one level higher than the average rank of that floor is called a superior species.), Rare Species (monsters that can only be encountered in specific rifts or are extremely difficult to encounter in normal fields, like Mimics), Superior Variants (Named monsters with unique memories and individual names. They have higher intelligence, individual names, and unique histories. They are much stronger and more challenging, and can use the abilities of other individuals. Defeating a Superior Variant grants an additional 1 experience point. They have the characteristic of 'possible drop of Numbers items'.). The smaller the rank number, the stronger the monster. They range from Rank 9 to Rank 1.
1-1. Stats: The main stats are Body, Mind, and Ability, but pressing the [+] button next to them reveals thousands of detailed stats. For example, if Strength, a sub-stat of Body, increases, there are bonuses to carrying capacity and physical attack power. Flexibility slightly increases evasion and critical hit rates. Vision increases the range of long-range weapons and the character's field of vision. Scent becomes a coefficient for related abilities, and Accuracy is literally accuracy. Therefore, even if the Body stat is 50, the things a character can do will be completely different depending on the detailed stats. {{user}} figured all of this out on their own, repeating numerous experiments and creating statistical data just to clear the game. Unlike the game, it's patched into reality, and new functions can be added to other detailed stats. For flexibility alone, it becomes easier to dodge, you can succeed in actions you couldn't before, it becomes easier to enter narrow spaces, and you absorb impact better upon landing than with a stiff body. These things couldn't be known even in the game, so there's a slight disconnect between reality and the game. Each stat also has a different rarity. Natural Regeneration, Magic Resistance, Physical Resistance, Soul Power, Mana Affinity, etc. These rare stats in the game also tend to be measured at low values. Each detailed stat has a coefficient, and the main stat increases according to that coefficient.
- Strength: The higher the Strength, the higher the physical damage. It also provides bonuses to carrying capacity, etc. It is treated as a Tier 1 stat among all stats.
- Agility: Movement becomes faster. The higher it is, the greater the eye-hand coordination and reflexes increase. It is considered a Tier 1 stat among all stats.
- Flexibility: Evasion and critical hit rates slightly increase. Higher flexibility makes it easier to enter narrow spaces and absorb impact better upon landing than with a stiff body. Conversely, lower flexibility makes the body much stiffer than before. Some actions that were previously possible become restricted.
- Physical Resistance: Essential stat for tanks. Skin and bare skin become tougher. It has a high impact on defense.
- Bone Strength: A stat that has a high impact on defense. Bone strength increases, and teeth become harder. It is classified as a high-tier defensive stat.
- Vision: Increases the range of long-range weapons and the character's field of vision.
- Weight: Affects knockback and blunt weapon damage.
- Appetite: Hunger cycles come faster.
- Perception: Affects eye-hand coordination and judgment speed. If it decreases, the body becomes sluggish overall. If it increases, time feels like it slows down.
- Pain Tolerance: The higher it is, the more pain from damage is alleviated.
- Bone Density: Higher bone density reduces height and makes the facial bone structure smaller, providing cosmetic benefits.
- Natural Regeneration: Wounds heal naturally. This alone dramatically increases survivability. If high, not only scars heal, but even severed limbs can regrow over time. However, even a severed finger takes an enormous amount of time to regrow, and large body parts cannot regrow. Of course, with the essence of Stormgash, a severed arm can regrow, but it's a power of ability with extremely difficult conditions.
- Fighting Spirit: Regardless of the enemy encountered, it instills a destructive instinct without fear. Exceeding a certain level helps escape the [Fear] status.
- Scent: Literally, the sense of smell. Upon reaching a certain point, you can smell the scent of mana and use it to find your way.
- Stamina: Also called 'Ki'. It is separate from life force, so even high natural regeneration has no effect on stamina recovery. It's an important stat; in the game, if the stamina gauge drops below 10%, the character stops moving. It doesn't have a huge impact on combat power, but if it runs out, you become unable to act, making 'Stamina Recovery Support Scrolls' essential for multi-hour raids. Higher stamina reduces accumulated fatigue in mind and body.
- Magic Resistance: Essential stat for tanks. High-value stat. Resistance to magic damage. If high, you gain resistance or immunity to status effects. A value of 400 or higher grants immunity to suppression.
- Endurance: Affects the maximum stamina and recovery speed.
- Willpower: Provides strong resistance bonuses to mental magic or status effects.
- Soul Power: Serves as MP. There is no way to increase it except by leveling up and consuming certain essences. The regeneration speed of Soul Power is proportional to its total amount.
- Intuition: Literally, intuition. Increases intuitive ability. Although there is no clear basis, the hit rate is surprisingly high. You can discover hidden spaces, and if you get even the slightest bad feeling, it's best to run away.
- XX Affinity: Affinity stats are the core ability for elemental damage dealers. The affinity stat provides a bonus to the power of that element (e.g., Cold Affinity, Fire Affinity).
- XX Resistance: Defensive stat that provides resistance to that element. Classified as a high-tier defensive stat (e.g., Fire Resistance, Lightning Resistance, Earth Resistance, Cold Resistance, Poison Resistance, Holy Resistance, Dark Resistance).
- Cutting Power: Increases sword attack power. Core stat for sword-wielding classes.
- Leap Power: When you jump, you feel lighter and go higher. Increasing it tightens the thigh muscles.
- Field of View: Widens the field of view, not eyesight. In the game, it provides bonuses to detailed stats like evasion rate.
- Soul Regeneration: The most difficult stat to acquire.
- Muscle Mass: A super-rare stat obtainable only from some monsters of Rank 3 or higher. For every 1 point of Muscle Mass, the total Strength stat increases by 1%.
- Luck: Increases the probability of random elements like critical hit chance.
- Control: Provides bonuses to prevent mental magic or status effects like 'Fear'.
- Adaptability: Gradually reduces the effect of debuffs in proportion to their duration.
- Recovery: Adjusts all healing and regeneration effects in proportion to the stat. Regeneration effects include MP recovery.
- All Elemental Affinity: Water, Fire, Wind, Earth, etc. Amplifies the efficiency of any elemental skill used. Elemental Affinity itself is extremely valuable and a very important stat in [Dungeon & Stone].
- Hearing: Sounds scattered in the air become clearer.
- Reputation: High reputation leads to recognition from those around you, increasing the probability of special events like sudden quests. You may also receive quests of a type you couldn't before, or unexpectedly receive high-paying requests. A bonus is that initial favorability increases when talking to NPCs you've just met. Most importantly, if your Reputation is low, you cannot enter the first area, the Imperial City of Karnon, making high Reputation essential for game progression.
- Support: A special stat generated when becoming a leader. Support affects leadership within the clan, reduction of anti-government factions, and success rate of policies and directives based on its value. It's useless in the explorer route, but it becomes a stat you need to pay close attention to once you enter the internal affairs content.
1-2. Level: When your level increases, your Soul Power (MP resource needed to use abilities) increases, and the maximum number of essences you can absorb increases by +1. Up to level 5, Soul Power increases by 10, and after that, it increases by 30. When you level up, you feel a dense something flowing through your veins and filling your body. The higher the level, the explosively higher the required cumulative experience. 'Merit' is a local term for experience points. It is also used as a word for the elevation of one's soul. Once a certain level is reached, speedrunning becomes the easiest way to gain experience. You can only get experience from the same monster once. You have to defeat various monsters, like filling a bestiary, to level up. On the other hand, the experience for opening the first portal is only about Rank 8 monsters, but unlike monsters, it accumulates permanently. Therefore, adventurers who have reached a certain level desperately focus on speedrunning. When you hit a wall, the only way to break through it is by grinding merits.
1-3. Control Content: Content that starts from at least the 5th floor. Initially, it appears as a way to block movement between maps before clearing the main episode, but later, if you create a clan, players can also control hunting grounds. Of course, this requires a massive workforce, so it's a loss unless it's a habitat for some rare or boss monsters. Some clans are granted rights within the labyrinth by the royal family in recognition of their merits. Of course, control content doesn't just exist in the game; it's been implemented in reality with a much harsher 'hell optimization' patch than in the game. To hunt monsters that only appear in the field, you have to pay the clan that has secured the spot. By the way, even if you pay, it's only for a one-time hunt to gather experience. Because of this, growth is slowed down on the 5th floor not because you can't defeat monsters, but because of people. The clans on the 5th floor have a close relationship, so if you're blacklisted, you can consider yourself unable to hunt there.
2. Worldview: Thousands of years ago, a witch's curse made it impossible for life to exist on this land, and only the last bastion, Lapdonia, was spared from the disaster. For the starving citizens with limited resources, the royal family opened a passage to another dimension, which became the current labyrinth, according to public knowledge. Unlike [Dungeon & Stone], it's not a game world made of HP/MP. It's reality where a single mistake leads to death and there's no 'retry' button. When leading a party, someone dies by your judgment and decision. In the game, it ends with one character's death, but here it's different. Even high-ranking explorers can instantly lose their lives to low-ranking explorers if they let their guard down. In the labyrinth, unlike in the game, traces of the witch are occasionally found.
2-1. Labyrinth: Opens once a month. You enter by opening a portal in Lapdonia's dimensional plaza. Your starting position upon entering is random. There is only one way to leave the labyrinth and return to the city: wait until the floor closes. At a set time, the labyrinth expels the explorers on that floor back to the city. Floor 1 closes after 168 hours, Floor 2 after 240 hours, and Floor 3 at the end of 15 days. As the floor number increases, the period you can spend in the labyrinth also increases. However, no matter how many days you spend or which floor you are on, when you return to the city, you will always return at noon the next day.
2-1-1. Records: Even the locals have passed down information about the labyrinth through records since it has existed for thousands of years. However, truly valuable knowledge is monopolized by a select few. For lower floors, you can obtain some information from books. However, from the 5th floor onwards, it is classified as advanced information.
2-1-2. Floors: Where floors connect, there is always a portal stone.
- Floor 1 'Crystal Cave': A torch is not really necessary. The crystals attached to the walls and ceiling act as light sources. Of course, there are dark areas on Floor 1, but except for the outermost parts connected to Floor 2, they are extremely limited. There are four portals on Floor 1, one in each cardinal direction (East, West, North, South), and the connection to Floor 2 varies by region. The monsters that appear change based on the cardinal direction. East has Blade Wolves, West has Gnomes, South has Ghouls, and North has Goblins. In the center of Floor 1, all four types of monsters appear, and there is the Monument of the Great Sage.
- Floor 2: Monsters that appeared in groups of three to four on Floor 1 now appear in groups of a dozen or more, along with variants and even higher-grade monsters. The surroundings are as dark as night, but the scattered lights in the sky like the Milky Way provide some visibility. To the East is the 'Beast's Den' (a canyon terrain. There are so many forks and complex rules that it's very difficult for inexperienced explorers or those without special abilities to break through. Rank 9 monsters like Giant Blade Wolf, Blood Blade Wolf, Wall Mole, Queen Wall Mole, Half-Moon Rock Bear, and Vulkar, and Rank 8 monsters like Saber-tooth Tiger and Werewolf appear.), to the South is the 'Land of the Dead' (a sticky black earth with every step. Ruins of stone structures are visible everywhere. The visible range is particularly narrow even within Floor 2. The faint, mournful cry of a Banshee can be heard from afar. You only need to proceed north, making it the easiest way to reach Floor 3 among all Floor 2 routes. The combat power is much higher than in the Goblin Forest, but the Goblin Forest is more troublesome. The Land of the Dead is much darker, but at least there are no traps here. After walking for a while, the terrain becomes hard and uneven. Rank 9 monsters like Ghoul, Elder Ghoul, Skeleton, Skeleton Warrior, Skeleton Archer, Skeleton Mage, Banshee, and Rank 8 monsters like Deathbind, Chimera Wolf, Ghoul Lord, and Rank 7 monster like Dullahan, and Rank 6 monster like Death Knight appear.), to the West is the 'Rock Desert' (Upon entering, you see sand underfoot, hot air, and stone ruins casting shadows along the torchlight in the darkness. Rank 9 monsters like Gnome, Kobold, Kobold Shieldbearer, Corrupted Gnome, and Rank 8 monsters like Stone Golem, Rock Giant, Sandman, Sandworm, and Rank 5 monster and superior variant, Deathworm, appear.), and to the North is the 'Goblin Forest' (It's relatively bright among Floor 2 areas. The starlight in the sky provides some light. Unlike Floor 1, goblins are not necessarily near traps. Traps here are best considered as terrain features. They are laid out everywhere. Besides traps, goblins usually gather in groups of a dozen or more. There are 8 portal stones, and once one is opened, the remaining stones turn into rocks. Therefore, latecomers typically search for portals by taking a wide detour around the outskirts. Without a guide, this process takes an average of 2 to 3 days. Hobgoblins appear in the outskirts of the forest. It's the shortest distance to Floor 3, so high-level players use this route. Rank 9 monsters like Goblin, Goblin Swordsman, Goblin Archer, and Rank 7 monster like Hobgoblin appear.).
- Floor 3 'Pilgrim's Path': Unlike the previous floors, all routes connect from Floor 3 onwards. The starting point varies by route, so to meet explorers from other routes, you have to follow the path to the center where the Floor 4 portal is located. Floor 3 is incomparably larger than the previous floors. Therefore, in addition to the floor name 'Pilgrim's Path,' it is also referred to by names based on monster habitats, as listed below. It's a vast floor consisting of over ten different fields. Representative fields include Steel Rock Hills (the starting point when taking the Beast's Den route. It's a high-altitude area within the labyrinth, offering a panoramic view of the vast Floor 3. Mountains, fields, flowing rivers. Dense forests and a spire reaching the ceiling in the center. The number of monsters peaks on the third day, and silver light spheres are seen rising from the ground like dandelion seeds. The labyrinth gradually brightens, a sight only early arrivals can witness. The light spheres disappear after reaching the ceiling in about a minute. Rank 8 monsters like Wormstone, Iron Falcon, Steel Hill Guardian, and Rank 7 monster like Aiantro appear.), Orc Colony (The area with the highest monster population among the various regions of Floor 3. The difficulty is the second highest among Floor 3 regions. Rank 8 monsters like Orc Shaman, Orc Warrior, Orc Archer, and Rank 7 monster like Great Orc Warrior, and Rank 5 monster like Orc Hero, and Rank 2 monster like Orc Lord appear.), Twilight Slope (the starting point when taking the Rock Desert route), Black River Estuary (the starting point when taking the Land of the Dead route. Characterized by dozens of shallow streams. The stench of sewage from the dark estuary is a bonus. Rank 8 monster Frogman appears.), Verdant Tail Marsh (the starting point when taking the Goblin Forest route. Rank 8 monster Lizardman appears.), Sculpted Temple (an adjacent field to the Verdant Tail Marsh. Filled with ruins of collapsed stone buildings. It's the least popular field on Floor 3, with only one type of monster appearing. To go to Floor 4, it's much easier and faster to go through the adjacent field, so explorers rarely pass through here. Rank 7 monster Nameless Statue appears.), Thorn Reed Field (a hunting ground referring to a part of the western fields from the Witch's Forest. The thorn reeds reach up to the shoulders. There are no landmarks, and the ground is flat.) etc. In the center of Floor 3 is the Witch's Forest (the central area of Floor 3. A vast forest surrounding the Floor 4 portal. The forest is large and not used as a primary hunting ground by explorers, so the resident population is small. Monsters of Rank 7 to 8 mainly appear, including some spectral monsters with physical immunity. It's perceived by most explorers as a necessary passage, with minimal advantages as a primary hunting ground. Dry thorn trees entwined with vines. Everything seems to move. After 12 hours of entry, the field effect intensifies, inflicting the status effect [Witch's Eye]. After 84 hours, the field effect intensifies further, escalating [Witch's Eye] to level 5. The field debuff [Witch's Eye] is the real reason the Witch's Forest is considered a passage. Its effect is that if you stay in one place for a certain period, 'Carnivoro' will appear, and the 'certain period' gradually decreases as the level increases. On the first day, it's about an hour, and on the third day, it's about 10 minutes. When [Witch's Eye] reaches its maximum level of 10, Carnivoro will appear even if you stay in one place for just 3 minutes. Rank 9 monsters like Fairy, Wraith, Witch's Lamp, Woodman, and Rank 8 monsters like Snetree, Dallowter, Mutant Lesser Spirit, Homunculus, Owlbear, Dryad, and Rank 7 monster like Half-Troll, Carnivoro appear.).
2-1-3. Monsters: When a monster dies, its body breaks into small pieces, and glowing dust scatters. The clothes and weapons it wore also turn into light and disappear, and the dead monster leaves behind drop items. After a certain amount of time, the monster respawns. As time passes in the labyrinth, the number of monsters that roam together increases. They show intense hostility towards explorers. Monsters are broadly classified into 4 types. Monsters are broadly classified into 4 types. Variants (cases where the race is the same, like Goblin Archer and Swordsman, but the class is different.), Superior Species (any monster whose rank is one level higher than the average rank of that floor is called a superior species.), Rare Species (monsters that can only be encountered in specific rifts or are extremely difficult to encounter in normal fields, like Mimics), Superior Variants (Named monsters with unique memories and individual names. They have higher intelligence, individual names, and unique histories. They are much stronger and more challenging, and can use the abilities of other individuals. Defeating a Superior Variant grants an additional 1 experience point. They have the characteristic of 'possible drop of Numbers items'.). The smaller the rank number, the stronger the monster. They range from Rank 9 to Rank 1.
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