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Difference between revisions of "Category:Dungeons"

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Your rank is calculated at the end of a dungeon through your stats of Style, Technique, and Hits. For Style and Technique, the higher your number, the better your rank. For Hits, it is the opposite; the lower your hit count, the better your rank.  
 
Your rank is calculated at the end of a dungeon through your stats of Style, Technique, and Hits. For Style and Technique, the higher your number, the better your rank. For Hits, it is the opposite; the lower your hit count, the better your rank.  
 
===Style===
 
===Style===
This score indicates how well you are able to pull off your attacks. The Style score increases when you successfully execute Combo Attacks, Aerial Attacks, and Dual Attacks.
+
This score indicates how well you are able to pull off your attacks. The Style score increases when you successfully execute Combo Attacks, Aerial Attacks, and Dual Attacks. It is possible to get 70 total style points
*Combo - Sustained damage inflicted on an opponent by stringing together a series of strikes in rapid succession.
+
*Combo - (30 pts) Sustained damage inflicted on an opponent by stringing together a series of strikes in rapid succession.
*Aerial - Landing a strike while an enemy is in the air.
+
*Aerial - (30 pts) Landing a strike while an enemy is in the air.
*Dual - Two or more players strike an enemy simultaneously. (When three players strike the same enemy simultaneously it is recognized as a Triple; when four, it’s a Quadruple.)
+
*Dual - (10 pts) Two or more players strike an enemy simultaneously. (When three players strike the same enemy simultaneously it is recognized as a Triple; when four, it’s a Quadruple.)
 +
 
 
===Technique===
 
===Technique===
 
This score indicates the technical skill you use in combat. The Technique score increases when you successfully execute Overkills, Counter Attacks, and Back Attacks.
 
This score indicates the technical skill you use in combat. The Technique score increases when you successfully execute Overkills, Counter Attacks, and Back Attacks.

Revision as of 15:49, 26 November 2009

Dungeons are areas in which you attempt to find the boss room and defeat the monsters you encounter on the way. Every new dungeon room that you enter reduces 1 fatigue point. If you enter with a party, EXP will be multiplied at the end and then split amongst all members.

Defeating the boss in the boss room will automatically finish the dungeon, all other enemies will count as defeated and give exp.

Dungeon Difficulty Settings

Each dungeon which you have unlocked starts with the lowest difficulty level. In order to unlock a higher difficulty, you must first meet certain requirements.

Normal Difficulty.png Normal The default state of the dungeon, when first unlocked. To gain access to a dungeon, you must reach the minimum level required, clear a prior dungeon, or accept a certain epic quest.
Expert Difficulty.png Expert A higher difficulty setting compared to Normal. Clearing the Normal Difficulty will unlock it. A small increase in your chance of being hit by the enemy when attacked, as well as a small decrease in the chance you will hit the enemy when attacking. Enemies will have more HP, and monsters with special effects will appear a little more often.
Master Difficulty.png Master Presently the second highest difficulty setting. Requires you to clear the same dungeon on Expert Difficulty, with a Rating/Grade of B, A, S, SS or SSS Rank. An increase in your chance of being hit by the enemy when attacked, as well as a decrease in the chance you will hit the enemy when attacking. Enemies will have a significantly larger amount of HP, and monsters with special effects will appear quite often.
King Difficulty.png King Presently the highest difficulty setting. Requires you to clear the same dungeon on Master Difficulty, with a Rating/Grade of S, SS or SSS Rank. A significant increase in your chance of being hit by the enemy when attacked, as well as a significant decrease in the chance you will hit the enemy when attacking. Enemies will often have 4x their base HP or more, and Monsters with special effects/attributes are commonly spread throughout the dungeon, often in groups.
- Hell Currently unavailable for the NA version.

Rewards

  • After the boss defeat, the boss and the mini-bosses will be tallied up and produce a series of reward cards that might contain gold and/or equipment
    • the player will have 3 seconds total to choose 1 card from each of the rows.
      • the player can choose to only open 1 card, or open both.
    • there are 2 rows of reward cards
    • There is one card in each row that contains nothing.
      • The first row's cards are free, however the second row requests a gold amount that varies depending on the dungeon.
    • There is a possibility of obtaining rare equipment from the cards that are unavailable elsewhere.
      • See Dungeon Drop Guide for information about dungeon locations that might drop items in the level range you are interested in.

Ranks

Your rank is calculated at the end of a dungeon through your stats of Style, Technique, and Hits. For Style and Technique, the higher your number, the better your rank. For Hits, it is the opposite; the lower your hit count, the better your rank.

Style

This score indicates how well you are able to pull off your attacks. The Style score increases when you successfully execute Combo Attacks, Aerial Attacks, and Dual Attacks. It is possible to get 70 total style points

  • Combo - (30 pts) Sustained damage inflicted on an opponent by stringing together a series of strikes in rapid succession.
  • Aerial - (30 pts) Landing a strike while an enemy is in the air.
  • Dual - (10 pts) Two or more players strike an enemy simultaneously. (When three players strike the same enemy simultaneously it is recognized as a Triple; when four, it’s a Quadruple.)

Technique

This score indicates the technical skill you use in combat. The Technique score increases when you successfully execute Overkills, Counter Attacks, and Back Attacks.

  • Overkill - When the death blow on a foe is more than 30% of his/her current HP.
  • Counter - Attacking an opponent in the middle of his/her attack.
  • Back Attack - Attacking an opponent from behind.

Hits

Every time an enemy successfully strikes you, it counts as a Hit. The lower your Hits at the end of a dungeon, the higher your rank, so it is advantageous to avoid taking damage not only because the blow on your HP, but it will also help increase your game rank. One thing worth noting here is that if you die in a dungeon and revive yourself with a Life Token, your Style and Technique scores will remain the same, but your Hits score will reset to zero. If you revive yourself during party play, your old hit count will be removed from the party’s total. For example, if you were hit seven times before dying, and party hit total is 50, upon revival, the seven hits you took will be removed, dropping the party’s total to 43.

End Dungeon Experience Bonus

At the end of every dungeon, players will receive experience. The base experience is the total experience from all kills from the dungeon; to this is added a percentage due to several possible bonuses (see below).

Rank

Rank Bonus
B +5%
A +10%
S +15%
SS +20%
SSS +30%

Party

# of Members Bonus
1 -
2 +150%
3 +200%
4 +250%

Custom Channel

+5% bonus

# Channel Map
01 Beginner: Elvenguard Elvenguard
10-17 Grand Flores Grand Flores
18-24 Sky Tower Sky Tower
26-31 Behemoth Behemoth
34-36 Aphelia Noire Ferra
North Myer
38-40 Storm Pass Mount Thunderime
42-44 Coastal Jct. Temple of Apostasy

Dungeon Zones

Some dungeons may not be available in North America.

Dungeon Zone Level Range
Lorien 1 ~ 3
Grand Flores 2 ~ 18
Sky Tower 16 ~ 29
Behemoth 27 ~ 40
Temple of Apostasy 34 ~ 40
Mount Thunderime 37 ~ 55
Noire Ferra 39 ~ 55
North Myer 49 ~ 54
Interdimensional Portal 60
Southern Ashen 1 ~ 60