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<tabber>
Echo of Diamond=
Echo of Diamond=
[[File:3DDiamondElyrion.png|centre]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) {{!}} Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction.
(Phase 1) {{!}} Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction.
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Echo of Emerald=
Echo of Emerald=
[[File:3DEmeraldElyrion.png|centre]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) {{!}} Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.
(Phase 1) {{!}} Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.
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|-|
|-|
Echo of Amethyst=
Echo of Amethyst=
[[File:3DAmethystElyrion.png|centre]]
<div class="pre-dungeon">
<div class="pre-dungeon">
(Phase 1) {{!}} Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.
(Phase 1) {{!}} Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.

Revision as of 16:11, 31 October 2025

File:3DAmethystElyrion.png

Daily Mission Data

The Mission of the Day is given to the player by Ragnar in The Nexus.

Ragnar currently has 3 different mini missions available for the Silverlings: Temple Run, Echoes of the Past and Tower Defense.


  Daily Mission Merits

Ragnar gives you different rewards depending on how well you did in the Mission of the Day.

Platinum
25,000 Seasonpass XP
2,000 Soul Points to all Classes
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defense with <49 Health lost or Temple Run within <2m30s and Echoes of the Past within <3m30s)

Gold
20,000 Seasonpass XP
2,000 Soul Points to all Classes
+10% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defense with <99 Health lost or Temple Run within <3m45s and Echoes of the Past within <4m30s)

Silver
15,000 Seasonpass XP
1,500 Soul Points to all Classes
+5% Loot Boost on Seasonal Characters until the next Cycle.
(Complete Tower Defense with <149 Health lost or Temple Run within <5m and Echoes of the Past within <5m45s)

Bronze
10,000 Seasonpass XP
1,000 Soul Points to all Classes
+3% Loot Boost on Seasonal Characters until the next Cycle.
(Participation Reward)


  Temple Run

Objective

In Temple Run you will make your way through a Temple as fast as possible to collect Treasure and bring it back to the Treasure Chest at Spawn.
Treasure Piles are found at the end of each path, one on the left and one on the right.
However, there will be various obstacles to block your path, the obstacles and their behaviours are listed below.
Upon getting hit by one of these obstacles you will get teleported back to Spawn and drop any undeposited Treasure.


Obstacles

File:SpinningTop.png(Spinning Top) | Shoots from a Dispenser in the right path, moves across the hallway in a zig-zag pattern.

File:Pistons.png(Pistons) | Emerge from the walls on both paths every x seconds, after reaching the max range of 2 blocks they retract.

File:SlidingWalls.png(Sliding Walls) | Come at the Silverling from a central point in both paths, pushes the Silverling backwards instead of teleporting back to the start.

File:DartTrap.png(Dart Trap) | Shoots a barrage of darts every x seconds, another version shoots constantly that you have to sneak under. Appears in both paths.

File:Spikes.png(Spikes) | Cycles between 3 different patterns of spikes that emerge from the ground, appears in both paths.

File:RotatingFlame.png(Rotating Flame) | A flame with some nasty hot bars attached to it that rotate, appears in the left path.

File:BoulderFlame.png(Boulder Flame) | A flame that periodically summons some nasty boulders on the floor, appears in the right path.

File:RingFlame.png(Ring Flame) | A flame that cycles between two nasty ring patterns on the floor, appears in the right path.


 File:EchoesofthePast.png Echoes of the Past

Objective

Dodge and defeat Echoes of the Past. Elyrion has 5 Phases, each one lasting 20% of their healthbar. Each Phase will have a unique attack pattern.

Over time Elyrion will slowly decay. Standing on the Glyph speeds up the decay. The closer you are to its center the faster Elyrion decays. Getting hit will disable additional decay for 2s.

Phases

File:3DDiamondElyrion.png

(Phase 1) | Projectiles spawn from the centre of the circle and travel outwards at a moderate speed. A blue flame will orbit near the outer edge of the allowed zone, spewing out projectiles in a similar fashion to the centre. The glyph rotates slightly closer to the centre, in the opposite direction.

(Phase 2) | Projectiles of varying speeds pour out of a wall, travelling in straight lines towards the other end of the arena. The glyph will remain in the centre, moving from side to side.

(Phase 3) | Projectiles spawn from outside of the circle and travel inwards. Rotating blue circles will appear in groups, turning red after some time. Only red circles will hit players. The glyph remains fixed at the centre of the arena, completely stationary.

(Phase 4) | A blue flame teleports repeatedly to the middle of one of the arena’s four walls, briefly indicated by purple particles. Upon arrival, a wave of projectiles pours out of the wall, traveling in a line towards the other end of the arena. Additionally, a few slower projectiles are spawned from corners of the wall. The glyph remains fixed at the centre of the arena.

(Phase 5) | Projectiles spawn from outside the circle and travel inwards. Rings of stationary projectiles spawn in groups, indicated by blue fire. The glyph orbits the centre of the circle, near the edge.

File:3DEmeraldElyrion.png

(Phase 1) | Projectiles of varying directions spawn from two ends of the arena, travelling inwards. The glyph is stationary at the centre of the arena.

(Phase 2) | A grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times.

(Phase 3) | Waves of projectiles travel inwards, accompanied with projectiles spawning within the circle, indicated by green lines. Each wave of projectiles will be either green or white. Green projectiles can be jumped over, while white projectiles must be crouched under. The glyph orbits the centre of the circle, roughly halfway to the edge.

(Phase 4) | Rows consisting of multiple lines of 4 projectiles travelling in a straight line spawn from alternating two adjacent walls. (e.g. North + West spawn, then East + South, and so on). The glyph orbits the centre of the arena.

(Phase 5) | A diagonal grid of green lines will appear, shortly followed by lines of projectiles that follow them. The glyph will move erratically, taking brief pauses at times. Essentially a more difficult version of this encounter’s Phase 3.

File:3DAmethystElyrion.png

(Phase 1) | Projectiles spawn from outside the circle and travel inwards. An additional smaller zone circle that hits players within it spawns at the centre of the arena, leaving players effectively confined to a “donut” shape. A larger projectile that periodically emits 8 fast moving projectiles orbits the centre of the arena, just outside of the outer circle. The glyph orbits the centre of the arena near the edge of the outer circle, in the opposite direction of the larger projectile.

(Phase 2) | Both zone circles disappear. A pink flame appears at the centre of the arena, spawning rings of projectiles that travel outwards. The glyph orbits the centre of the arena.

(Phase 3) | Projectiles spawn from the centre of the circle and travel outwards, rebounding towards the centre upon travelling outside of the circle. The glyph orbits the centre of the arena, near the edge of the circle.

(Phase 4) | Same as Phase 2, but with a zone circle.

(Phase 5) | Three pink projectiles loosely orbit the centre of the arena at varying distances. Periodically, these projectiles spawn a ring of fast moving red projectiles that travel outwards. The glyph orbits the centre of the arena, near the edge of the circle, in the opposite direction of the pink projectiles.


  Kurvaros' Tower Defense

Objective

Protect the objective from an oncoming horde. The objective has 100 Health and 3 Lives, when all lives are lost you lose. To succeed in Tower Defense make sure to pick your Towers and Upgrades wisely.

(Crystal only) 10 Waves of mobs will spawn from a randomised side, making their way to the Crystal. The side(s) at which they invade is indicated. (Other two) 10 Waves of mobs will spawn from a portal, they walk on a path towards the objective. (all) Each Wave is harder than the last. Once every Wave is defeated you win.


Various Towers will be up for sale, mobs can only be damaged by Towers. They can be upgraded after placing them next to the path by clicking on them. Coins will be used to make purchases. Coins are obtained from killing enemies and completing waves. Towers have various stats and abilities, like having long range or AoE.

Every round the cost and stats of a tower are randomised. To view a Towers' stats and abilities, Left-Click on it. This will open up its dialog.

Levels

yo: gurt

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 12, 12, 13

yo: gurt

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 10, 15, 20

yo: gurt

Invading Mobs
Wave Mobs Amount
1 Eddie 5
2 Eddie 10
3 Eddie, Kobold 9, 3
4 Eddie, Kobold 8, 8
5 Kobold, Astaroth 12, 4
6 Kobold, Astaroth, Nebula 12, 4, 4
7 Kobold, Astaroth, Nebula 12, 6, 6
8 Kobold, Astaroth, Nebula, Seraphim 15, 6, 6, 3
9 Kobold, Astaroth, Nebula, Seraphim 12, 8, 8, 12
10 Astaroth, Nebula, Seraphim 10, 15, 20

Stats

To defend the objective you get acces to various towers.
They can be bought for a base price of 50 Coins, upgraded to T2 for 75 Coins and upgraded to T3 for 150 Coins.
Upgrading a Tower can be done by Shift-Clicking on it after placing it down.
slow effects inflict 50% slow


Laser Cannon
T1
T2
T3
Description
Shoots powerful lasers at enemies.
Shoots powerful lasers at enemies.
Shoots powerful lasers at enemies.
Stats
Damage
30
40
65
Cooldown
0.75s
0.6s
0.45s
Range
9
9.5
10
Incinerator
T1
T2
T3
Description
Shoots powerful orbs at the closest enemy.
Shoots powerful orbs at the closest enemy.
Shoots powerful orbs at the closest enemy.
Stats
Damage
14+1*6/1.2s
18+2*6/1.2s
8+3*8/1.6s
Cooldown
0.45s
0.4s
0.3s
Range
10
10.5
11
Abilities
Abilities
Abilities
Burn enemies within 4 blocks of the tower. The burn does 15 damage.
Burn enemies within 5 blocks of the tower. Also burns shot enemies, burn can spread to other nearby enemies within 3 blocks. The burn does 18 damage.
Bombardier
T1
T2
T3
Description
Fires bombs at the closest enemy.
Fires bombs at the closest enemy.
Fires bombs at the closest enemy.
Stats
Damage
25 (2.5 AoE)
35 (2.5 AoE)
45 (3 AoE)
Cooldown
0.6s
0.5s
0.3s
Range
6
6
6
Abilities
Abilities
Abilities
The shot splits into 4, for 8 damage per with 1 AoE.
The shot splits into 4 and burn the ground with 1 AoE, bombs deal 10 damage per with 1 AoE and the burn 5*6/1.5s.
Railgun
T1
T2
T3
Description
Fires concentrated beams that pierces through enemies.
Fires concentrated beams that pierces through enemies.
Fires concentrated beams that pierces through enemies.
Stats
Damage
50
75
100
Cooldown
2.2s
2.1s
2s
Range
20
20
20
Abilities
Abilities
Abilities
Now pierces, 10 damage max on pierced shots.
Now pierces, 10 damage max on pierced shots. After hitting an enemy the shot splits and chains onto the 3 closest enemies (5 AoE), dealing 10 damage and slowing for 0.75s.
Minigunner
T1
T2
T3
Description
Firest rapid bursts of projectiles.
Firest rapid bursts of projectiles.
Firest rapid bursts of projectiles.
Stats
Damage
2*5
2.5*5
3*5
Cooldown
0.3s
0.25s
0.2s
Range
10
10
10
Abilities
Abilities
Abilities
Every 5 seconds a barrage shoots at enemies with missiles for 2*10 damage 10 times.
Every 5 seconds a barrage shoots at enemies with missiles for 2*10 damage 10 times. Also summon 8 Mini-Towers every 10s, despawning after 2s and dealing 8*1.5 damage 4 times.
Alchemist
T1
T2
T3
Description
Throws vials of poison at enemies.
Throws vials of poison at enemies.
Throws vials of poison at enemies.
Stats
Damage
5*5/1.25s
7.5*6/1.5s
10*7/1.5s
Cooldown
0.6s
0.5s
0.4s
Range
10
10
10
Abilities
Slows poisoned enemies for 25% and 1.5s
Slows poisoned enemies for 50% and 1.5s.
Slows poisoned enemies for 65% and 1.5s. Every 4 seconds the Alchemist launches 4 shots into the air that launch to the 2 closest enemies after reaching max range. The launched shots inflict poison upon enemies dealing 12*6/1.5s and slows them for 75% and 1.5s.

I love orzek
every kill is 5 gold
Nebulas also give attack cd reduction and dmg boost the cooldown of heal is shared for all these and its random which one it chooses Heart particles -> heal 100 all things said before Flame particles -> cdreduction 0.15s 1s between getting buffs lasts 1sA Soul fire flame particle -> dmgamp mostly 20% but nebula itself gets 33.3% cuz 3 dmg and just gets 1 more dmg All these buffs have 2.5 range


Eddie
Regular
Crystal
Description
Silly Pirate from Beach here to ruin your day!
Silly Pirate from Beach here to ruin your day!
Stats
Health
100
65
Velocity
4
3
Ashenclaw
Regular
Crystal
Description
Silly Kobold from Crimson Forest here to ruin your day!
Silly Kobold from Crimson Forest here to ruin your day!
Stats
Health
300
200
Velocity
5
2.75
Astaroth
Regular
Crystal
Description
Silly Guy from Crimson Cathedral here to ruin your day!
Silly Guy from Crimson Cathedral here to ruin your day!
Stats
Health
100
60
Velocity
12
5
Nebula
Regular
Crystal
Description
Silly Archmage from Rustborn Kingdom here to ruin your day!
Silly Archmage from Rustborn Kingdom here to ruin your day!
Stats
Health
1,000
600
Velocity
4
1.8
Abilities
(Heal=100 can't heal self , healing cooldown 0.75s(how often CAN get healed) cooldown=<random.float.1.6to2>)
(Heal=100 can't heal self , healing cooldown 0.75s(how often CAN get healed) cooldown=<random.float.1.6to2>)
Seraphim
Regular
Crystal
Description
Silly Celestial from ??? here to ruin your day!
Silly Celestial from ??? here to ruin your day!
Stats
Health
2,000
1,250
Velocity
3
1.2