Floor 1

Floor 1 is the first accessible realm in UAO, not needing any Floor Bosses to die in order to unlock it. Made up of grassy field plains, large bodies of water and some mountainous areas, the 1st Floor's settlements seem to be on the more rural side of things, not too advanced either. In fact, the civilization appears to be mostly made of farmers and the like, lacking all forms of technology, still communicating via carrier pigeons and the like. The building constructions appear medieval.

There are 3 civilized settlements (Safe-Zones) and 6 wild areas populated with monsters. The City of Beginnings, standing at the absolute center of the Floor, is the "main" settlement of Floor 1, being where the Teleport Gate is located.

## Locations/Areas

### City of Beginnings

A rather large metropolitan like medieval city with most of the houses being small and only one story high. It has many shops here for the more mundane (non-combat, non-stat changing, non-power helpful) items of all kinds, though they sell even items that should be impossible to produce with their means of technology, having gotten them through trading with the settlements of other Floors.

In the middle of town exists a very large plaza, which is where Kyuma Yamashita made the big announcement of the UAO being a death game.
The Teleport Gate is just a block East of the large plaza.
There's a large palace on the North side of the city, where the royal family of Floor 1 live, although the ground level of it is accessible to the public, only every floor above that is off-limits, constantly guarded by armed soldiers and knights.

The stores charge only a measly 2 credits per mundane item, and hold nearly unlimited stock of it. As for potions, the pricing and stocking are as follow:

* Burn Heal, Antidotes and Potions of Sanity: 10 credits each, stock of 10 potions each.
* Universal Elixir: 15 credits each, stock of 10 potions.
* Small Health Potions: 50 credits each, stock of 10 potions.
* Medium Health Potions: 100 credits each, stock of 5 potions.
* Small Energy Potions: 100 credits each, stock of 5 potions.

There are no armor blacksmith stores in the City of Beginnings. They do however have a weapon blacksmith vendor with plenty of stock, who sells [Basic] quality weapons for the relatively cheap price of 30 credits each.

There are multiple inns in this city, though all of them charge the same for housing: 10 credits a night with meals sold separately, for a small room with a single bed. Larger rooms with a queen/king size bed cost 15 credits a night, cheaper for two players to pool their resources together... If they're willing to share a bed, as neither big nor small rooms have any couches to sleep on.

There are quite a few restaurants here, providing great variety in more traditional cooked meals, with each costing 25 credits.

There is an exit from the City of Beginnings, heading in every main cardinal direction. Just outside of each exit is a stable, which rents out horses for 5 credits per trip, with the trip going as far as the next settlement, at which point the horse will kick the player off of it in order to take a break there. After which, the horse will end up being returned to the City of Beginnings by another NPC.

Because the city has exits to any of the four main cardinal directions, and stands in the center of Floor 1, this means players starting here can choose to go from this location to: Grassy Fields OR Horunka Village OR Great Plains OR Tolbana Town OR Rocky Mountains.

### Grassy Fields

As the name indicates, this area is made entirely out of long, grassy fields that extend as far as the eye can see in all directions, to the North of the Floor. Since these fields are incredibly long, it can take hours to cross on foot... Luckily there are many enemies to fight along the way, so players shouldn't get bored!

### Steep Woods

A forest area to the Northeast of the floor, between the Grassy Fields and Horunka Village. The vegetation is thick here, concealing the plant-like monsters within. Horses can make this a quick ride as they are used to crossing this area and thus take the safest and quickest route, enabling the evasion of annoying enemies. For those without horses though, good luck not getting lost in this maze of trees that also holds concealed monsters just waiting to attack!

### Horunka Village

To the East of the Floor lies a large village called Horunka. Though much smaller in size compared to the City of Beginnings, it is welcoming and cozy to outsiders, sprouting with NPC life, full of the latest hot gossip about who is cheating on who in romantic relationships, dramas and political scandals! The Duke of Horunka is elected yearly by the villagers, though still reports back to the royal family of Floor 1, who live in the City of Beginning.

The only shops here sell mundane items, as well as potions:

* Burn Heal, Antidotes and Potions of Sanity: 8 credits each, stock of 10 potions each.
* Universal Elixir: 12 credits each, stock of 10 potions.
* Small Health Potions: 40 credits each, stock of 10 potions.
* Medium Health Potions: 80 credits each, stock of 5 potions.
* Small Energy Potions: 90 credits each, stock of 5 potions.

Horunka also has two inns, both of which charge the same prices as the ones from the City of Beginnings, having the same options. Horses can be rented here, from the one and only available stable, the same as in the City of Beginnings, though this one only has 10 horses available at most, making the "stock" limited.

It has a diner and a restaurant in town, both of which serving traditional meals that taste delicious but lack the variety presented in the City of Beginnings, sporting the same price.

### Great Plains

Also to the East of the Floor (because Horunka is small) lay a giant open space of plains, having more than a few dunes along the way. Monsters aren't the only living beings here, as deer, elk and prairie dogs all roam these plains... But these animals are smart and cautious enough to stay away from the monster populated areas. Again, if the player does not have a horse mount, they will find themselves in for a very long walk ahead of them that will take hours.

Further into the Great Plains, there is one very large lake of crystal clear water, perfect for drinking and refreshing.

### Storm Hills

To the Southeast of the Floor lay the a collection of hills who somehow always feature bad weather, strong winds and rain, as well as the occasional thunderstorm and lightning strike tends to come from time to time, frightening horses and making them to occasionally/randomly kick off their rider and run away. The hills themselves are not too steep, horses can easily climb them and so can players on foot, though the walk is long. There are a few small caves along the way, players who want to avoid the rain and thunder that comes and goes, should consider hiding in one of those caves.

### Tolbana Town

To the South of the Floor lays the small settlement of Tolbana, known by many as the cold settlement. Why cold? It is tucked in between the Storm Hills and the Rocky Mountains, making it so that not much sun shines here, causing the temperatures to lower, especially with the bad weather from Storm Hills occasionally seeping to here. Despite that, Tolbana Town is a quiet and peaceful place to live, where NPCs mind their own business but help a neighbor in need. There are only two stores available, one that is a weapon-smith that sells the most basic of weapons as well as ammo refills, and one that only sells small health potions, costing 45 each, but having a stock of 25. There's only one inn, which charges 7 credits a night with no meal, for a single room, and 12 credits a night with no meal, for a larger room with a double bed. On top of that, there is a small stable with 6 horses, which can be rented by the usual price. Only the Inn serves food in all of Tolbana Town, and it costs 27 credits per meal, despite having even less variety than Horunka Village.

### Rocky Mountains

By far the longest area in the Floor, the Rocky Mountains extend for so long that a person can't even see the end, even if they are standing at the top of the tallest mountain there. Taking up all of the Southwest and West sections of the Floor, the Rocky Mountains takes a long time to cross, especially because horses can't pass through here. Still, there are many smooth mountain descending surfaces that can serve as slides, so even if climbing a mountain takes time, coming down can be safe and quick... But there are so many mountains!

A single hermit lives at the top of the tallest mountain in the Rocky Mountains. His house, which he built himself, has two guest rooms as well as his own room, and a couch, so the hermit will allow players to sleep there for free if they are nice to him, or charge them 10 credits a night to sleep on the bed, or 8 credits a night to sleep on the couch. Players can't sleep in the hermit's room, only in one of the two guest rooms, and each guest room is small and has only a single bed in it. The couch is big enough for a single person to sleep there relatively comfortable, provided they don't roll in their sleep, otherwise they fall on the floor.

Days are warm in the mountains, but mornings and nights are pretty cold.

Aside from the hermit, only monsters and rabbits(animal ones) reside in these mountains. And well, any player insane enough to choose to live here, also resides here... By camping or using one of the many (dead-end)caves spread through the mountains?

### Sandy Cove

To the Northwest of the Floor, between the Rocky Mountains and the Grassy Fields, lays a wide mixed space, having some large rock cliffs, small sandy beaches, and plenty of water to go around. In fact, the water takes up more than half of this area, shaping the sand beneath the cliffs into an oval shape. Boats can be rented for 3 credits in order to cross from one side of the area to another. Unless a player swims, teleports(Jumper), the only way from Rocky Mountains to Grassy Fields, is by crossing the sandy area at the bottom, on foot, where monsters tend to attack. There are no monsters in the water, just small harmless sea life, quite gorgeous to look at, making the boat ride a pleasant scenic route. Those who aren't Tidemakers cannot swim from one end to the other, it is far too long for them.

## Enemies

#### Tusked Boars

* A boar with black or dark fur, bright glowing red eyes, and two sharp tusks coming from its mouth. Though it lacks in offensive and endurance, it makes up for in being quite fast... Careful for those charges! Still, ends up being considered the "tutorial monster" by many players. They travel in small packs, no more than 5 at a time, though it's also not uncommon to see only a pair(2) walking around.
* **Location**: Grassy Fields.
* **Levels**: 1-2.
* **Stats**: 6HP, 1ATK, 4SPD.
* **Soul** **Gem**: Nature's Spirit.
* **Loot**: N/A

#### Golden Eagles

* Always travel in flocks of 3 to 5 of them, Golden Eagles are as the name implies, eagles with golden feathers. They are twice the size as a normal real world eagle. Capable of flight, this enemy is much harder to fight against, as they prefer a hit-and-run fighting style. Long ranged players tend to shine here, while close combat ones tend to struggle. Despite this, the eagles tend to die quickly once hit, as they lack in all stats, flight is their one true ace card. They also tend to go for the eyes, pecking them whenever possible to try and temporarily blind players.
* **Location**: Grassy Fields.
* **Levels**: 2-3.
* **Stats**: 3HP, 1ATK, 2SPD.
* **Soul** **Gem**: Wind Guardian.
* **Loot**: N/A

#### Shadow Eagle (Mini-Boss)

* Whenever a flock of Golden Eagles are killed, there's a chance this will cause the Shadow Eagle to appear. The Shadow Eagle is a black eagle, triple the size as Golden Eagles (so x6 bigger than a real world eagle), who also has this dark shadowy aura coming off of it, with ominous purple glowing eyes. Its talons are sharp and the same can be said of its beak. Capable of flight as well, it is a tougher fight than a full flock of Golden Eagles. They will pursue players all over the Grassy Fields once they engage in combat, but will not fly to other areas. They will even chase horse riding players, provided those players attacked and killed Golden Eagles before.
* **Location**: Grassy Fields.
* **Level**: 4.
* **Stats**: 20HP, 3ATK, 3SPD.
* **Soul** **Gems**: Wind Guardian + Boss.
* **Loot**: Antidote, Burn Heal, Potion of Sanity, Universal Elixir (only one of those 4, selected at random).

#### Little Nepents

* A predatory sentient plant being that is a meter and a half tall, with no eyes (needing none to see as it is guided by other senses) but a really large mouth. They attack with their vine whips, but also through expelling a poisonous gas that inflicts the Poison Status on players. They lay in hiding, mixing in with the local fauna to conceal their identity and location, not attacking players who ride by with their horses as those move too fast for the Nepent, but who will always attacking players walking by on foot.
* **Location**: Steep Woods.
* **Levels**: 3-4.
* **Stats**: 20HP, 3ATK, 1SPD.
* **Soul** **Gem**: Jungle Trooper.
* **Loot**: N/A

#### Ancient Treants

* Appearing as nothing more than a tree, this monster has the perfect disguise... Because it is a tree, a living tree that just stands there for hours, days, months, however long it takes, indistinguishable from a tree... Until a player gets too close to it, and then they get a punch straight to the back or face. Careful with the stomping, these are heavy beings after all.
* **Location**: Steep Woods.
* **Levels**: 3-4.
* **Stats**: 25HP, 3ATK, 1SPD.
* **Soul** **Gem**: Jungle Trooper.
* **Loot**: N/A

#### Large Nepent (Mini-Boss)

* The Mini-Boss version of the Nepent has twice the size of the "Little" one. It will hide around in the Steep Woods, waiting to attack distracted players who aren't moving around, although they will show themselves if many Little Nepents die. It has a red bulb on top of its head, a soft spot that when hit, causes the Large Nepent to take double the damage, however it also releases a scent that attracts many other Little Nepents to that area... So tread carefully. Just like the Little Nepent, the Large Nepent attacks with vine whips, poisonous gases, but also by biting with its bigger mouth and sharper teeth.
* **Location**: Steep Woods.
* **Level**: 5.
* **Stats**: 40HP, 4ATK, 1SPD.
* **Soul** **Gems**: Jungle Trooper + Boss.
* **Loot**: Antidote, Burn Heal, Potion of Sanity, Universal Elixir (only one of those 4, selected at random).

#### Dire Wolves

* A dire wolf with red glowing eyes, nothing much else about it to differ it from a real life dire wolf... In terms of appearance at least. Dire Wolves(the game monsters) hunt in packs of 3 to 10 of them at a time, having coordinated attacks. They are very tenacious and will chase down their prey once they attack and engage in combat, being fast enough to keep up the chase unless the player is riding a horse. Its attacks are through biting and clawing at the player(s). They can also paw away at the ground to toss sand into the opponent's eyes, blinding them for a turn if successful.
* **Location**: Great Plains.
* **Levels**: 3-4.
* **Stats**: 12HP, 4ATK, 2SPD.
* **Soul** **Gem**: Nature's Spirit.
* **Loot**: N/A

#### Demon Wolf (Mini-Boss)

* A large wolf twice the size as the dire wolf, dark blue fur, with two sharp horns coming from its forehead. The Demon Wolf hunts alone but will at times come to the aid of Dire Wolves when more than half of the pack dies in combat. The Horns can fire an electrical attack that doesn't deal damage but does paralyze the opponent for a turn. Aside from that, it bites and claws like the regular Dire Wolves. Do not allow it to perform a stampede charge, because then it will ram its horns into the player, not only dealing damage but simultaneously paralyzing the player at the same time.
* **Location**: Great Plains.
* **Level**: 5.
* **Stats**: 25HP, 6ATK, 3SPD.
* **Soul** **Gems**: Nightmare Soldier + Boss.
* **Loot**: Small Health Potion (x1 or x2).

#### Slug Slimes

* A viscous slime creature that looks more like a large slug. It resembles the starting monsters of most single player RPGs, both in appearance and in combat style, very weak in terms of offense, speed and movement, not even having that much health, but being able to regenerate 2HP at the beginning of every turn. They attack by licking, tongue slapping, and punching using their long eyes. Each time it licks a player, not only is that a damaging attack, it has a 50% chance of paralyzing the player.
* **Location**: Storm Hills.
* **Levels**: 4-6.
* **Stats**: 20HP, 1ATK, 1SPD.
* **Soul** **Gem**: Nature's Spirit.
* **Loot**: N/A

#### True Slime (Mini-Boss)

* An actual slime monster, whose color changes with each turn although that is merely cosmetic. It is always translucent and moves slowly. It is somewhat Humanoid in appearance, though simply drags its bottom half along the ground. It attacks by punching and whipping. Any attack of this monster that connects to the other player, reduces the player's speed by 1 (never going below 1), which lasts 2 turns and can stack. At the beginning of each turn, it will regenerate 3HP.
* **Location**: Storm Hills.
* **Level**: 7.
* **Stats**: 40HP, 2ATK, 1SPD.
* **Soul** **Gems**: Nightmare Soldier + Boss.
* **Loot**: Small Health Potion (x2 or x3), Small Vitality Potion (x1). (Only gets one of those 3 possible outcomes, selected at random).

#### Scavenger Toads

* The monster is a huge green slimy frog-like creature with two glowing red eyes on either side of its head. It has two short horns protruding from the top of its head and red markings on its back, head and front legs. It attacks with kicks, as well as long tongue flicks. It is capable of rather high, powerful jumps. Though they exist in large numbers, they are spread out throughout the entire Sandy Cove, and generally only fight in pairs of two.
* **Location**: Sandy Cove.
* **Levels**: 5-6.
* **Stats**: 20HP, 2ATK, 4SPD.
* **Soul** **Gem**: Deep Saver.
* **Loot**: N/A

#### Fluffys

* A living teddybear, small and cute, very elastic and bouncy. Whenever hit with physical blunt hits, it will be propelled back, crash into the surface (ground, walls, etc) and bounce right back, hitting the player with the same damage in return. That said, outside of returning physical blunt damage, Fluffys are not that much of a menace unless they begin to glow. When they glow, they are charging a move, which requires a full turn to charge. If the charge completes, Fluffy will self-destruct, dealing triple their usual damage at the cost of their lives. If multiple Fluffys are together when one explodes, it will cause a chain reaction, resulting in the others exploding too but without having to charge up first. Fluffys tend to show up alone, but for every 2 turns they are still alive, they will play a recording of a sweet childish voice saying "I Love You!", which will lure another Fluffy into the fight. Explosions and bouncing aside, Fluffy attacks by curling into a ball and rolling into players.
* **Location**: Rocky Mountains.
* **Levels**: 6-7.
* **Stats**: 10HP, 3ATK, 2SPD.
* **Soul** **Gem**: Dark Area.
* **Loot**: N/A

#### Pappa Bear (Mini-Boss)

* An average sized bear, but this one is very muscular and very protective of Fluffy. Whenever a Fluffy dies, there's a chance Pappa Bear comes in to avenge it. Whenever Fluffy takes damage, there's a smaller chance of Pappa Bear showing up. If Fluffy self-destructs, Pappa Bear is guaranteed to show up (provided one is spawned). Pappa Bear gains an additional 1ATK for the entire duration of the fight, for every Fluffy that died in his presence. Pappa Bear has actual hands and will fight not only by clawing and biting, but also by punching... In fact, it seems to know kickboxing and wrestling!
* **Location**: Rocky Mountains.
* **Level**: 8.
* **Stats**: 25HP, 4ATK, 3SPD.
* **Soul** **Gems**: Nature's Spirit + Boss.
* **Loot**: x1 Basic Weapon, x3 Small Health Potion, x2 Small Health Potion, x1 Small Energy Potion, x1 Small Vitality Potion. (Outcome determined randomly, get 2 of those 5 possible outcomes).

#### Mountain Racers

* Mountain Racers are bighorn sheep who one would think they are peaceful, as they do not venture around on the hunt, in fact an unaware player can pass right by them and they won't attack even if they look directly at the player, seemingly harmless and non-hostile... But then as soon as the player turns their back, the Mountain Racer will start running to charge and stampede from behind. Its attacks involve tackling the player with those large and durable horns, even knocking the player off their feet and sending the player half a ft into the air. Despite this, Mountain Racers lack offense, have decent endurance, and excel in speed. There's usually two or three of them together, but not much more than that... But plenty spread out throughout the entire Rocky Mountains.
* **Location**: Rocky Mountains.
* **Levels**: 6-7.
* **Stats**: 20HP, 2ATK, 5SPD.
* **Soul** **Gem**: Nature's Spirit.
* **Loot**: N/A.

#### Spider-Rocks

* Quite literally small boulders with long spider legs, these abominations blend perfectly with the environment of the Rocky Mountains until they pop out those long thin legs and start moving around. They have a hidden opening in the front of the rock body, capable of shooting tiny pebbles from there as a long ranged attack. Furthermore, if they get in close enough range, Spider-Rocks can attack with their spider legs, as the tips are very sharp and pointy, capable of deep stinging, also infecting the hit player with a Poison status effect.
* **Location**: Rocky Mountains.
* **Levels**: 6-7.
* **Stats**: 25HP, 2ATK, 2SPD.
* **Soul** **Gem**: Metal Empire.
* **Loot**: N/A

#### Feeble Kitsune (Mid-Boss)

* Do not let the name fool you, this fox monster is anything but feeble, it just is the weakest of all of UAO's many Kitsunes, having only two tails to symbolize its power level. Adorning pristine white fur, the Feeble Kitsune has cyan glowing eyes, is practically the size of a horse but still very nimble in movements. It attacks by spawning small cyan-colored fire balls in the air and shooting them at players. Every attack a Feeble Kitsune does, has a 25% chance of inflicting a 3 turn burn on the player. It can turn invisible for an entire turn/round, but it won't attack with fire balls while it is invisible, instead finding better positioning to attack, or instead opting for a physical attack that does half of the damage of the fire balls, with no burn chance. It is less likely to appear during the daytime and more likely to show at night, being even more likely to appear the more races/species of enemies the player killed in the Rocky Mountains recently. The Feeble Kitsune can also create a single mirage clone of itself, though the clone cannot actually damage anyone and will disappear instantly if attacked even a single time.
* **Location**: Rocky Mountains.
* **Level**: 9.
* **Stats**: 100HP, 7ATK, 5SPD.
* **Soul** **Gems**: Nature's Spirit + 2xBoss.
* **Loot**: x2 Basic Weapons, x1 [LVL5] Advanced Weapon, x5 Small Health Potion, x3 Small Health Potion, x1 Medium Health Potion, x2 Small Energy Potion, x2 Small Vitality Potion, x1 Medium Energy Potion, x1 Medium Vitality Potion. (Outcome determined randomly, get 4 of those 9 possible outcomes).

## Floor Boss Area

The Floor 1 Boss Area is actually hidden deep below the City of Beginnings, accessible by entering the royal palace's ground level, moving a book in the bookshelf which will reveal a secret doorway, leading down into a long spiral staircase downstairs, several levels below ground. At the end of the stairs is a very long dungeon like corridor with several torches in it, that light themselves up. The corridor has no turns and so, heading straight forward will inevitably lead to a giant steel door with drawings of a giant rabbit monster, angry, on it. Behind this unlocked door (which needs only to be pushed open), is the area where one fights the 1st Floor Boss... « Illfang, the Kobold Lord ».

### Illfang, the Kobold Lord

* A gigantic, muscular yet still fat, vicious bipedal rabbit. Illfang is over five meters tall, muscular, covered in red fur, has bloodthirsty, glowing copper-red eyes. On his head, Illfang has a helmet. As his weapon he uses a large bone axe to attack, and a leather shield to defend. Behind its waist, he carries a meter and half long nodachi weapon, which he will take up when he enters his final phase, dropping both his bone axe and shield to do so. Illfang has 3 Health Bars, as well as 3 combat phases, one for each bar. In his 1st Phase, Illfang sticks to attacking and defending with his axe-shield combination, generally opting for singular targets at a time but often rotating depending on who damage him. In his second phase, Illfang will unleash brutal explosions that take a turn to charge up each (leaving Illfang immobile in that time, the charge up process is noticeable when Illfang's entire body begins to glow orange with increasing intensity), but deal damage equal to his ATK stat, the area taking up half of the total space in the closed Floor Boss room. Still in his 2nd phase, Illfang will fight similar to his 1st phase when not charging to unleash his AoE attack. In his 3rd and final phase, Illfang will drop his shield and axe, taking out his meter and a half long nodachi weapon, with the blade constantly glowing orange, filled with energy. Illfang will focus solely on offense, attempting to slash players with his new weapon, but whenever he misses, his attack still slashes at the air, generating a long/wide energy blade that moves in a straight line, cutting all of those in the way and dealing damage as if they had been hit by Illfang's slash itself. Illfang can still charge his AoE attack in this stage, but will no longer be useless during the charge up process, Illfang will instead stay put in his place and slash at the air around him to try and keep others away with his energy blades. Illfang in his 3rd phase will attempt an AoE attack after every 3 turns of combat, and also as soon as his final HP bar is at less than a quarter left. In any of his 3 phases, Illfang can also spend his turn just roaring loudly, causing a brutal gust of wind that vibrates the very air itself, which will push back all players and reduce the current HP of all players by a single point (1). If someone manages to get high enough to be at Illfang's face level, there's a 25% chance that they will be instantly killed by Illfang eating them alive.
* **Level**: 10.
* **Stats**: 3x150HP, 10ATK, 7SPD.
* **Soul** **Gems**: Nightmare Soldier + 3xBoss.
* **Legendary Gear**: « ??? »
* **Loot**: x3 [LVL5] Advanced Weapon, x2 [LVL10] Advanced Weapon, x1 [LVL12] Bronze Weapon, x1 [LVL5] Advanced Torso Gear, x1 [LVL10] Advanced Torso Gear, x1 [LVL5] Advanced Shoes, x1 [LVL10] Advanced Shoes, x1 Large Health Potion, x1 Medium Energy Potion, x1 Small Vitality Potion. (5 rolls.)