Dungeon Spirits are powerful spirits that reside upon the top of the towers that are popping up all over the kingdom. Each one belongs to an affinity depending on its dungeon's rank.
Releasing a Dungeon Spirit[]
Releasing a dungeon spirit is carried out by clearing its respective dungeon. Each dungeon also has a theme that shares an affinity with its dungeon spirit.
Dungeon Spirit Artifact Affinity[]
Dungeon spirit affinities are split up into several categories depending on their dungeon difficulty and are show in their respective difficulties on the tables below, along with that to expect from these dungeons and the artifacts you can win within.
Minor Dungeons are the most common and the easiest ones to capture.
Affinity | Dungeon Themes | Artifact Themes |
---|---|---|
Fire | Many Traps and Fire Subtype enemies. | Offensive Casting (fire), fire effects |
Air | Flying Enemies, Jumping Puzzles | Flight, Longivity, resistance |
Water | Underwater Enemies, Swimming Puzzles | DR, Healing, Piercing, Swimming |
Earth | Large Enemies, Walls, Mazes | Armor Class, Phys. Dam |
Ooze | Ooze Enemies, Difficult Terrain | DR, Poison/Disease |
Ice | Casting Enemies, Bleeding Traps | Off. Casting (Ice, Phys.) |
Smoke | Obscured Vision, Suffocation | Death Effects, Rogue |
Magma | Lava Traps, Dragon Enemies | Trapping, Debuff, fire magic |
Moderate Dungeons are slightly more common further away from civilization and tend to be longer that minor dungeons
Affinity | Dungeon Themes | Artifact Themes |
---|---|---|
Steam | Ambient Heat, Immaterial Monsters, Swimming | Charisma-Casters, Diversions, Rogue, Resists |
Mineral | Enemies with Hardness, Gemstones | Crafting, Wealth, Campaign Abilities |
Lightning | High DPS Enemies, Caster Enemies, Traps | Lightning Spells, Damage Bonuses, Intelligence |
Radiance | Light Enemies, Soul Traps, Healer Enemies | Cleric, Oracle, Blindness Effects |
Salt | Dessication Enemies, Poisons, Decay Enemies | Necromancers, Minion-Casters, Energy Resistances |
Dust | Stealthing Enemies, Immaterial Monsters | Death Effects, Air Spells, assassination |
Ash | Fire Enemies, Suffocation Traps | Fire Magic, Death Effects, Dodging |
Vaccuum | Gravity Traps, Encumberance, Immobility | Gravity, Status Effect Immunity, DR |
Major Dungeons are uncommon and only found in the furthest reaches of Reim, They are very difficult and should not be taken lightly, They have fewer unique affinities but they are some of the most pure essences of power, and occasionally have one of the lesser affinities influencing them as well.
Affinity | Dungeon Themes | Artifact Themes |
---|---|---|
Material | Durable Enemies, Physical Damage, Mazes, Mundanity | Physical Combatants |
Positive (Light) | Healing Enemies, God-like Enemies, Overheal Damage, Rest time is halved. | Varies (Compound Elements) |
Negative (Dark) | Death Effects, Undead, God-like Enemies, Status Effects, Rest is Disabled due to unholy screams. | Varies (Compound Elements) |
Grand Dungeons are the rarest and most difficult dungeons, they are also the largest dungeons as they tend to encompass multiple affinities (up to four at a time) however each Grand Dungeon always has one of the following affinities within its pool of affinities. Also there are rumors that multiple dungeon spirits often inhabit these massive dungeons.
Affinity | Dungeon Themes | Artifact Themes |
---|---|---|
Ordial | Support, Unaspected Enemies, Beings of Creation | Empowered Affinities, Truth |
Ethereal | Jaunting, Random Movement, Beings of Destruction | Askew Concepts of other Affinities; (Fire to Cold etc) |
Astral | Suppression, Disorientation, Beings of Energy | Surreal Concepts of other Affinities; (Amalgamized Affinities) |