Spellcaster University – Dungeons & Spells

Spellcaster University – Dungeons & Spells 1 - steamlists.com
Spellcaster University – Dungeons & Spells 1 - steamlists.com

Dungeons can be very profitable, but they are very dangerous. I’ve seen groups of students who were absolute monsters get wiped out in one encounter. That’s where this guide comes in; to give you the knowledge you need to know when to send your students, what magic know-how they need, and when to pull them out with all their limbs (mostly) intact.

To start: What is a dungeon?

A dungeon is an area with a theme and a series of encounters you face with increasing difficulty.
What I mean by theme is you’re offered several dungeons to select from by one of the factions, commonly from the Adventurers Guild such as: Sewer, ArchMage tower, Gray mountain cave, etc.
Encounters work exactly like talks with factions; you get several choices to select from with factors such as a student’s race, items, books, faction rating, rooms, and magical levels affecting what your options are and what monsters you face.
Difficulty scales with how long your students have been in the dungeon. Every-time your students go forward, the danger goes up by two with no maximum limit. There are encounters that can lower the difficulty but don’t count on them to lower it massively
You can also enter a dungeon anytime you want, you don’t have to wait for a messenger pig to enter.

The many flavors and what you can bring

Each dungeon type not only has their own special background, but also special modifiers and encounters.
Sewers have a chance to spawn a giant rat with every battle. Annoying but students properly equipped won’t even notice the bugger. The old sewers are (comparatively) the easiest dungeon to tackle.
Dark Tower has a curse on it where every monster your students defeat has a chance of becoming a ghost and these guys can attack and shield themselves at the same time for the first five rounds.
I’ve yet to discover what the other dungeons can do. Sorry for the lack of info.
Knowing what you’re getting into is all well and get but if you’re not ready, then you’re in for a rough time. It is highly likely your students will die as the enemies you face pull no punches. That’s why I recommend having a Fat Phoenix in your school. Every Phoenix gives you one Phoenix feather to bring a student back from the dead. I don’t know if having multiple Phoenixes give you more feathers but it wouldn’t hurt to check.

How the magic functions (Like Fireball!)

Before we talk about spells, I want to go over the best time for your students to enter the dungeon. Year 6, Fall; because that is one season away from graduation and your 7 year students have had plenty of time to cram as much knowledge as possible into their noggins. If you’re doing the speed challenge the you might want to wait until you’re sure they’re ready
We know there’s five types of magic and three sub-types of magic with a student’s mastery going all the way up to five. The magic will fall into two categories; Offensive and passive. You can only have one active offensive spell but as many passive as you like. I’ll go over them top-down from left to right on the student’s cards. Starting with:

Nature (One with the forest)

Beast magic(passive): grants a student the ability to launch an Insect Swarm against a column of monsters. It only happens at the start of the round and has 10% X magic level. The swarm will distract them so much they don’t attack the first round and the resulting stings lowers their attack power by one. Why a swarm of bugs, I don’t know. Maybe they don’t want to risk getting PETA on their butts.
Herbalism(passive): All that time studying plants lets a student heal their classmate directly in front/behind them. The healing amount equals their level (level 2 equals +2 HP) and they manage to apply some healing herbs every-time they act. I think Multitasking is one of the first things they learn. This is a must have when dungeon delving.
Druidism(Offensive): Learning to channel Nature gives students power to also channel its Wrath with Wild Fury. This spell does damage equal to its level. (Level 3 equals 3 damage). However, its main power is the damage multiplies each time the student attacks. (1 attack, X1. 4 attacks, X4) This effect makes it great against high-health/armor enemies like bosses.

Light (By the hammer of Butters!)

Heroism (Passive): While not true magic, the class does knock some sense into the student’s head and make them wear some rather Heroic Armor. Each point of armor negates one point of damage but it can’t go below one (1 level = 1 armor). Heroic students do their best work when they lead the charge. The best part? It’ will negate some damage first before it hits the shield. What’s a shield? Well, let me talk about-
Sacred magic (Offensive): The word is misleading because the student will cast a Protective Ritual which creates a shield on themselves and their fellow students, regardless of where they are with the amount equaling their magic level. The effect also stacks so the longer the fight goes on, the more shield they’ll gain. However, after ten rounds, the game will make the caster switch to another spell and it becomes sudden death at that point but I’ve rarely seen a fight last that long.
Retribution (Passive): Students are a cocktail of hormones, anger and fear. Thankfully this kind of magic helps them channel it all into something a little more constructive, except for their enemies. Every time an enemy attacks them, there’s a chance they’re filled such righteous anger they act again, meaning they attack the enemy or cast a shield and any passives as well. How likely this happens of course depends on their understanding of the magic. (All the way up to 50%!) This works best on your front-liners.

Arcane (Power Overwhelming)

Elementalism (Offensive): Who doesn’t love throwing around fireballs or launching lightning at their enemies? Despite all that dueling, students can attack two different enemies at once dealing damage of their level times two! (Level 4 = 8 damage) Though they have a problem with aiming cause their attacks are random so they might not attack the same creature twice in a row and the damage doesn’t stack against one enemy. Still, it’s a good choice against groups of enemies.
Portal magic (Passive): You know how you have some loose change that falls out? Well turns out, robes have poor pockets and the students have trouble making sure the mana they manage to get doesn’t degrade. Thankfully, portals can help make Resource Transfer much easier and simpler. What I mean is mana and gold gains will increase depending on the total level in Portal magic (6 levels total = 60% increase) While not necessary, it doesn’t hurt to have this.
Temporal magic (Passive): No one likes getting hurt (unless you’re a masochist) and we all like having our limbs attached, so students who know this kind of magic make good use of it and pause or rewind time to before they get hit and get out of the way. The dodge chance is of course based on their level in time magic. (Level 5= 50% chance to dodge) I’m pretty sure this prevents Retaliation from activating but I’m not 100% sure.

Shadow (Welcome to the Dark Side)

Demonology (Passive): We’ve all heard stories about demons being pact makers and trying to corrupt the world. Well, one of the first things they’re taught in this class is moderation and good thing too because the demonic energies the student brings forth fill their fellow student on the same row with such unholy vigor they act again even if they’ve already acted/haven’t acted yet. Of course, the chance depends on how skilled they are/ pacts they’ve forged. (level 2 = 20%)
Necromancy (Offensive): Learning the power over Life and Death teaches students to pull the life of their foes and adding it to their own. (level 3 = 6 damage and healing) Now they won’t be summoning zombies or anything like that but does a good job of making sure the caster stays alive but the problem is there’s a maximum amount of health a student have and it can’t go beyond that.
Assassination (Passive): Students learn the way of the Rouge in the Arena with skills such as lock-picking, sneaking, and most importantly, Critical Strike. They have a chance, depending on their level (Level 1 = 10%) to double the damage of their attack. So if a student does 8 damage, Critical strike makes it 16! This affect also works on shield casters as well! I guess they learn where the sweets spot is in the ritual.

Alchemy (Here comes the BOOM!)

Runes (Passive): I imagine it takes the students a few hours to get to the dungeon and it tends to be boring along the way. So, if he has knowledge in Runes, the young wizard passes the time by drawing Protective Glyphs on their skin. This results in them having shield at the beginning of combat. (level 5 = 15 shield) While it’s not fantastic later on, it’s still a good thing to have in the end.
Potions (Passive): People forget stuff all the time, so we write stuff down. However, practitioners of the alchemical arts use Magical Ink and their scriblings may become scrolls they can use in the dungeon after every encounter. The likelihood depends on how powerful their ink they made themselves is and how good their handwriting has gotten. (Level 4 = 40% chance) You can’t really control what they’ll put down, I doubt they even know what they’re writing half the time but regardless, a single spell can really turn the tide.
Enchantment (Offensive): Students learn to make a lot of things at school, from paper airplanes to swords that were magically sharpened. Problem is they can’t carry an anvil with when they go adventuring and it would take too long to make something in the middle of a fight. Thankfully they learn how to make ethereal chains that can bind their target (Level 2 = 4 damage and 20% chance to stun) This spell is a must for your backliners when dungeoneering. It work’s especially well against solo bosses because the affect only needs to happen once per round.

More magic (Like Ray of Frost!)

There is more you can do with magic in dungeons besides the knowledge in their heads. You can gain power spell cards which you can cast at the beginning of combat before it starts, turning a defeat into a hard earned victory.
Healing: Pretty straightforward, cast this on a wounded student to bring this back to full. Always helpful, even if you’re students have each-other covered. Can’t really go wrong with more healing. That being said, it can’t bring a dead student back to life. They die, they stay dead. Unless, of course, you have a Phoenix feather.
Bark skin: if you’re not sure your frontline has enough armor, this spell will give one student bark-like skin which is tough enough to block two points of damage. I’m pretty sure you can get up to 7 points in armor with this spell and heroism maxed out.
Celerity: Sometimes we want things to go faster. Well, with this spell, your student will be so fast they’ll act three times when it’s their turn and two when blood pact takes affect. This means fight will be over in a snap! . . . I don’t feel so good.
Death touch: If you’re unsure if your students can handle that monster or if the number of enemies will overwhelm them, then use this spell to give a bad guy an express ticket to the afterlife. It does have one weakness; it can’t work on bosses. Either they are too strong (or too dumb) or they have some kind of anti-kill spell ward. Either way, your students have their work cut out for them.
Electromagnetic Pulse: The wizards-in-training aren’t the only ones to utilize shield spells. Some enemies cast shields with every attack or start the fight with an absurd amount of shield like demons, ghosts, or worse, a Lich. Thankfully, this spell sends out a wave of energy so strong, their shields shatter, leaving them without any way from stopping the students to get to whatever fleshy bits they have left.

When it’s time to make like a Librarian

Depending on the knowledge crammed into their heads, students can be in dungeon for quite some time and get all kinds of goodies for the school. However, there will eventually be a brick wall strong they can’t bash through and they will get hurt or even die.
So when is time for them to leave and return for graduation? Depends; if you have a Phoenix feather, you can keep going for a good while until a student bites the dust. After that, use the Phoenix feather to bring them back and get the heck out of there. If you don’t have a feather, I recommend if you think your students are getting overwhelmed cause the futures they will have are more valuable than anything as permanent buffs carry over from map to map

That’s all, Folks

Well that everything I can think of. Thank you for reading this guide and I hope it helps. If there’s anything I missed or you don’t understand, please leave a comment and I’ll do my best to fix it. Good luck my fellow headmasters.

Written by Speed demon

This is all about Spellcaster University – Dungeons & Spells; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!

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