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Phantom Dungeons is a Minigame released on June 5, 2024, below Crystallis. On September 16, 2024, the entrance to Crystallis collapsed, making the minigame inaccessible until October 11, 2024, when an altered version appeared in the Dungeon Cavern.
Gameplay[]
Phantom Dungeons have opened below Crystallis!
Players can create a squad up to 4 Jammers. This can be open to everyone, packs, or buddies only.
Players choose one of 4 roles to face teams of Phantoms. Each role has different moves, levels of energy and attack strength. Animal size also contributes to this. Players face up to 5 teams of Phantoms of varying roles, with the fifth team always consisting of a Phantom with Sneaky Leg, Protective Leg, Mending Leg, and Supercharged Leg. Additionally, each player has an energy bar. If a bar is depleted, a heart is lost. Losing all 3 hearts results in the minigame ending. Energy bars can be refilled by players using the Healer role.
Roles[]
Players can choose between 6 roles when playing Phantom Dungeons. All roles have different traits and abilities (e.g. raised attack or more/less Energy), which is why it is important to coordinate with other team members to decide which roles and how many of each are picked.
Guardian: GUARDIANS protect their teammates with the power of Darkside!
- This role is meant to protect team members by drawing enemy attacks towards themself.
- Traits/Abilities:
- Strike (6 Damage)
- 30 Energy (+10)
- Lure (The selected enemy will aim their attacks at the Guardian for 2 rounds)
- Thorns (Surround yourself with thorns for three rounds. Attackers are damaged if they attack the thorns)
Trickster: TRICKSTERS use their Darkside to surprise Phantoms with SNEAK ATTACKS!
- This role is meant to be a glass cannon that can deal with shields.
- Traits/Abilities:
- 15 Energy (-5)
- Strike (12 Damage)
- Sneaky Strike (18 Damage, ignores enemy shields)
- Rest (Restore 7 energy to yourself)
Healer: HEALERS restore their squadmate's ENERGY with the power of Lightside!
- This role is meant to restore the Energy of team members.
- Traits/Abilities:
- 25 Energy (+5)
- Strike (9 Damage)
- Heal (Restores 13 Energy)
- Cleanse (Removes all negative effects from you or a squadmate)
Warrior: WARRIORS are fighters who use the power of Lightside to push back the Phantoms!
- This role is meant to deal damage to single targets or multiple enemies at once.
- Traits/Abilities:
- 20 Energy (±0)
- Strike (11 Damage)
- Swipe (9 Damage, deals damage to 3 adjacent targets, 2 if targeting a top or bottom enemy)
- Rest (Restore 6 energy to yourself)
Alchemist: ALCHEMISTS study Lightside to make potions that strengthen allies and weaken opponents!
- This role is meant to create lasting effects over time that support teammates or deal damage.
- Traits/Abilities:
- 25 Energy (+5)
- Poison: Poison a Phantom! (5 Damage for 2 rounds)
- Potion of Strength: Increase a squadmate's Strength! (The selected teammate will be buffed for 3 rounds)
- Regenerate: Recover a squadmate's ENERGY over time! (5 Energy for 3 rounds)
Mage: MAGES use Darkside to harness the power of the ELEMENTS!
- This role is meant to deal damage to single targets or multiple enemies at once with spells.
- Traits/Abilities:
- 15 Energy (-5)
- Ember: Throw an ember to damage and burn a Phantom!
- Base Damage from attack: 3
- Additionally, it applies 2 stacks of a burn effect. At the end of a turn, the burn will deal 3*n damage, where n is the number of stacks of burn applied to the target, and the burn stack decreases by 1. There is no limit to the number of stacks that can be applied.
- Lightning: Strike a chosen Phantom with lightning, and two others at random! (11 damage each)
- Freeze: Freeze a Phantom and stop it from moving! (No damage, stops a phantom for attacking for 1 round)
Additional Abilities[]
In the Crystallis version of the Phantom Dungeons, players would gain a Special Move based on the size of the animal they were playing as. This special move was granted regardless of the role they chose. In the Dungeon Cavern version, this mechanic was not used. Instead, these special moves were repurposed as additional moves players could gain.
- Small animals could dodge attacks by casting a personal shield for 2 rounds (does not protect against an enemy's Sneaky Strike/Swipe).
- Medium animals could prepare to charge up their next attack/heal, allowing them to deal double Damage/Healing.
- Large animals could shield teammates or themselves to block attacks for 2 rounds (does not protect against an enemy's Sneaky Strike/Swipe).
- Extra Large animals could squash all enemies on the field, dealing the classes base damage minus 2 (4/7/9/10) to all of them unless shielded.
Enemies[]
The Phantom Dungeons consist of 5 stages/levels.
On stages 1-4 the players will battle a random group of up to four possible Phantom types (the quantity of enemies depends on how many players are in a team at the time), while the 5th and final stage is the boss fight.
All regular phantom enemies have the same types of abilities as the corresponding player roles - Guardian, Healer, Trickster and Warrior, with a mix of the special moves animals get depending on their size. Their abilities and damage/healing dealt are generally less effective than the corresponding abilities of the players.
The arms of the Phantom Boss have similar abilities to the four player/phantom roles as well, though they are powered up and may have an additional ability in the Sneaky Leg's case.
Stage 1-4:
Phantom Guardian
- Heavy Phantom wearing a Viking Hat, Viking Beard and Wooden Shield.
- Traits/Abilities:
- 35 Energy
- Shield (Lasts 2 rounds)
- Strike (3 Damage)
Phantom Healer
- Spiky Phantom wearing a Dark Cape and Dark Scepter.
- Traits/Abilities:
- 25 Energy
- Heal (Restores 10 Energy)
- Strike (4 Damage)
Phantom Trickster
- Phantom Bug wearing a Bow and Arrows.
- Traits/Abilities:
- 15 Energy
- Sneaky Strike (7 Damage, ignores Shields)
- Strike (5 Damage)
Phantom Warrior
- Normal Phantom wearing a Phantom Sword.
- Traits/Abilities:
- 30 Energy
- Prepare (lasts 2 rounds or until used up through an attack, allowing them to deal double Damage)
- Swipe (3 Damage, deals damage to 3 adjacent targets, 2 if targeting a top or bottom player)
- Strike (4 Damage, 10 if charged up)
Stage 5:
Phantom Boss
- Mix of Phantom King and Phantom Slug, with 4 big main arms/tentacles that act as separate enemies. Once an arm's energy has been drained, a bandage appears on that leg.
- Traits/Abilities:
- Protective Leg (Guardian)
- 60 Energy
- Mass Shield (Protects all remaining legs for a single turn)
- Strike (2 Damage)
- Swipe (2 Damage, deals damage to 3 adjacent targets, 2 if targeting a top or bottom player)
- Mending Leg (Healer)
- 35 Energy
- Mass Heal (Heals all remaining legs by 3)
- Swipe (2 Damage, deals damage to 3 adjacent targets, 2 if targeting a top or bottom player)
- Strike (2 Damage)
- Sneaky Leg (Trickster)
- 40 Energy
- Sneaky Strike (6 Damage, 21 if charged up, ignores Shields)
- Sneaky Swipe (4 Damage, deals damage to 3 adjacent players and ignores Shields)
- Strike (4 Damage)
- Supercharged Leg (Warrior)
- 50 Energy
- Mass Prepare (gives all remaining legs a charged-up ability, lasts 2 rounds or until used up through an attack, allowing them to deal double Damage/Healing)
- Strike (3 Damage, not affected by Mass Prepare)
- Protective Leg (Guardian)
Effects[]
Active effects are shown above a player's or enemy's Energy bar. A green icon signifies a positive effect, while a blue icon signifies a negative effect. Above each effect is an indicator of the number of turns it will remain in play, except for Corruption, where the number represents stages instead.
Positive Effects[]
Regenerate: Restores a small amount of the target's Energy each turn.
Fortify: Boosts the target's defenses, reducing damage taken from incoming attacks.
Prepare: Boosts the target's attack power, increasing the damage of their next offensive move.
Thorns: Wraps the target in thorny vines that inflict Thorn Stick on attackers (see Negative Effects).
Shield: Protects the target in a bubble, negating all damage dealt by attackers.
Negative Effects[]
Poison: Poison gradually drains the target's Energy each turn.
Burning: Flames gradually drain the target's Energy each turn.
Freeze: Encases the target in a block of ice, stopping them from acting and skipping their turn.
Weaken: Lowers the target's attack power, decreasing the damage of their next offensive move.
Thorn Stick: The target loses some Energy at the end of their turn. Thorn Stick is obtained by attacking an enemy with Thorns activated.
Lure: All afflicted enemies aim their attacks only towards the user instead.
Armorbreak: Lowers the target's defenses, increasing damage taken from incoming attacks.
Corruption: Dark energy builds up in the target, boosting their attack power with every stage. If the target reaches five stages of corruption and is left untreated for a turn, they will explode and suffer massive damage. Corruption does not wear off over turns.
Rewards[]
Prizes |
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