Dungeon Artifacts are powerful artifacts obtained by completing towers, and releasing Dungeon Spirits
Obtaining and Capturing
The word "Obtaining" may be a bit misleading, as each tower has a guardian spirit that when freed but completing its tower it will grant a wish as well as offer you its services by having you select a piece of your equipment which then gets marked by the power of the guardian spirit in question. Each spirit is associated with an elemental aspect and grants abilities related to its element.
Upon capturing a djinn, it cannot be used until you select a vessel, after selecting a vessel item for the djinn, it takes 24 hours for the djinn to acclimate to its new vessel and master, and during this time either of these can be changed, though doing so resets the 24 hour process; it cannot gain XP until this process is finalized, though it can still use its AFLv 1 abilities.
Vessels can be changed at a later time by the capturer into a new vessel, but doing so starts this 24 hour acclimation process over, during this time the Djinn cannot gain XP but it can use any of the abilities it has already learned. This allows the capturer to upgrade items, but during secondary acclimation processes, the djinn cannot change its master.
Some djinn, specifically the four elemental djinn, Phoenix, Skybeast, Torratuga, and Tetra Dragon, are bound to special vessels, because their original owner cursed them, these djinn never reset their levels and can never be changed from their original vessels, the Scorched Shield, The Shattered Sword, the Ancient Armor, and the Broken Crown respectively.
Activating an artifact's equip mode is a Swift Action; equip mode grants a powerful and unique buff to the holder for a short duration, and once activated, equip mode must remain activated for at least one round, and consumes 1 point of Mana per round it is active.
Deactivating equip mode is a Free Action.
At 10th AFLv, an artifact's equip mode is replaced with the effects of full equip.
Artifacts have ten ranks, each rank grants the dungeon artifact's unique effects a boost. The table below illustrates the generalized progression of dungeon artifacts rather than its unique bonuses.
Artifact Ranks are unique to each character, so if a holder gives a dungeon artifact that they have achieved rank 10 with to another holder, its rank for the new holder is 1.
|Rank||Effect of each Rank||XP Req.|
|10||Full Equip Mode||45,000|
Each rank of Presence grants the holder a cumulative +2 inherent bonus to one Mental Ability Score chosen at Rank 2. Armor items also gain a permanent +1 to their Enhancement bonus. This effect is in play even if the item is not active.
Any djinn ability that mimics or grants a spell or spell-like ability with a DC, the DC is 10 + 1/2 HD + the modifier of the ability chosen for the artifact for this feature.
Each rank of Power grants the holder a cumulative +2 inherent bonus to one Physical Ability Score chosen at rank 3. Weapon items also gain a permanent +1 to their Enhancement bonus. This effect is in play even if the item is not active.
When a holder attains an equip mode with a dungeon artifact it gains permanent magic abilities even while inactive, including, but not limited to effects like flaming burst or speed depending on the dungeon spirit. Equip mode is maintained at 1 mana per round per artifact using it.
Full Equip Mode
Max-ranked dungeon artifacts grant a full-equip mode to their holder; completely enveloping their holder in armor and weapons with powerful effects dependent on the contained dungeon spirit. Full Equip Mode is maintained at the cost of 3 mana per round.
When a dungeon spirit is freed it will reward those who released it by granting them dungeon xp (see artifact ranks above) which is experience granted to worn artifacts at the time of release.
|Dungeon Rank||Experience Granted|
In addition to granting dungeon experience to artifact holders, the spirit will turn one worn non-artifact item into a new dungeon artifact based on its dungeon spirit affinity.