Map Skills |
Hazard Skills |
Monster Types |
Treasure Types |
Road Guide, Fire Familiar, Earth Familiar, Astraios |
Swimming (L30) |
Birds, Aquans, Demonds, Undead |
Corpse |
Adventures |
Adventure |
SL |
TL |
Characters |
Ice Slab Sea |
17 |
200 |
|
|
Description
The Ice Slab Sea is a far-north region reachable from Torle by embarking on the Ice Slab Sea subadventure. While the treacherous current amongst the ice floes makes it unsafe for travel, there is ice from the northernmost ice sheet that is said to stay forever frozen and never melt, no matter the conditions it is exposed to. Because reaching it is so difficult, this special Eternal Ice has a high value and is frequently sought by merchants looking to sell it at a premium.
The cold, unstable footing makes it difficult to rest at any point throughout the region, so HP Recovery is low on every space on the map. Because the terrain is made of water and water is rushing around constantly, the Water elemental field is extremely strong. The area is mostly populated by Aquans who thrive in the harsh-but-watery environment and undead who are most likely the remnants of adventurers who failed in their attempt to snag some of the elusive Eternal Ice. Demons and birds who can withstand the conditions also frequent the area.
Ocean Currents
The main obstacle to obtaining Eternal Ice is the flow of currents between glaciers. The currents can increase in strength and wash toward the party. When this happens, a reel check is performed to see if the party manages to maintain their position, or if they are swept away by the current. Each turn that ends with the party standing on a space where currents can occur has a chance of activating the event.
- If the reel check is a Success, the party remains on the space and no damage is incurred, beginning the next turn.
- If the reel check is a Failure, the party is washed away, automatically moving back to the previous space on the map. No damage is incurred.
- If the reel check is a Critical Failure, the party is washed away in the same manner as a Failure, but characters are also dealt damage equal to 30% to 90% of their maximum HP. Characters who receive damage while at or that brings them to 0 HP will also lose 1 LP.
Icon |
Meaning |
|
Map Space |
|
Map Transition |
|
Adventure Note |
|
Water Hazard (requires Swimming) |
|
Preset Treasure |
|
Strong Ocean Current |
|
Eternal Ice |
|
Icon |
Name |
HP Recovery |
Image |
|
Glacier |
☆☆ |
|
|
Ice Floe |
☆☆ |
|
|
Great Ice Floe |
☆☆ |
|
|
Ice Sheet |
☆☆ |
|
|
I. Ice Slab Sea |
1~2 |
You can avoid Current marked at I-2 by only passing through the Current marked at I-1. There's nothing of interest to the east, so you can safely skip the area. |
3 |
The area at I-3 has many Current spaces in a row. Avoid recovering HP or doing other actions on the spaces to avoid being swept up in multiple currents by accident. Make sure the characters with low LP in your party have full HP before proceeding over the spaces at I-3, though, as a critical failures on the reel can cause LP damage if your HP is low. Since high LP characters are generally safe and the HP Recovery rate is low here, consider using Purify to restore the HP of low-LP characters only to spend fewer turns recovering. |
4 |
I-4 is the only required Current to pass after I-3 if you swim through the Water Hazard to the east of it. |
5 |
I-5 is the only required Current to pass on the entire second map. If you want to get the preset treasure on the south side, there is one more Current space required to pass through. Be careful not to run into too many extra currents. |
6~7 |
The final currents will have a much more difficult reel than the normal ones, and the one at I-7 will activate every turn. Make sure not to spend a turn in any way after succeeding at its reel. Pay attention to the turn limit, as it may be better to allow the party to take LP damage rather than spend turns recovering. |
8 |
Stepping onto the giant ice sheet will not clear the adventure; rather, you must pick up the Eternal Ice from the ground. This means you will need to have at least one more turn remaining after stepping onto the final space. The final space may contain a random treasure, so if you have many turns remaining, you can use Road Guide to see if you can find one. After picking up the Eternal Ice, the adventure is cleared and you will be taken to the Growth Panel. |
|