Dungeons

Progressing through Dungeons is the main gameplay in Absolvement. This way, players can get access to new loot and spells. To finish a Dungeon, players will need to defeat its local Boss.

Dungeons

Dungeons

Every Dungeon Type


There are 5 types of Dungeons in Absolvement. Dungeons that players load into are random.

Dungeon NameVisual
CellarImage
SteampunkImage
HolyImage
DemonicImage
HellscapeImage

How to Start a Dungeon


When players select which of their characters to play as, they will spawn into the world of Absolvement. In front of the spawn point, there will be an NPC called Zephyranthe who’s dialogue explains how to start a Dungeon.

Zephyranthe

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To start a Dungeon, players will need to click on the globe icon on the top left of the screen and create a party or join an existing public one. The maximum number of players for one party is 5, but the Dungeons can be done solo as well.

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How to Progress Through a Dungeon


When players enter a Dungeon, they will spawn in an empty room with 1 or 2 doors. The players will need to click Start Layer button at the top of the screen for the timer to start.

Utilizing the mini map is essential to better navigate the different levels in a Dungeon. By clicking [M], the player can expand the mini map and see the entire layer.

There are 2 types of indicators on the mini map to help the player. A brown square on the mini map indicates that a door to a new room is there, while the red square indicates a level change with a ladder or stairs.

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Every Dungeon has lots of different rooms which can lead to one another or be filled with enemies. When the player defeats a certain number of enemies, they will be granted a Potential Orb.

Potential Orbs can be seen both on the mini map and through walls.

Potential OrbPotential Orb through wall
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When the player interacts with these orbs, they will be given a choice between 3 random Potentials.

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To finish a Dungeon run, players will need to defeat the Boss of that Dungeon. The Boss is located behind a glowing door covered in fog.

After defeating the Boss the players will get a choice to continue to the next Dungeon, which will raise the difficulty of the Dungeon, or to leave.

Dungeon Rewards


During the Dungeon runs, the players can get various rewards through Potential orbs, including new weapons and spells.

There is a chance of a Chest spawning instead of the Potential Orbs. Chests can drop a random mix of consumables.

The consumables can vary from fruits that will give the player HP recovery and such, or elixirs. Elixirs have different rarities and can give players HP boosts, Movement speed boosts, or even boost the damage of an element in the case of Elemental elixir.

Dungeon Events


After clearing a room, there is a 20% chance that a Portal will spawn and trigger a Dungeon Event.

Each Portal will be a different color, and the Events can be anything from clearing permanent de-buffs to Shops.

List of Dungeon Events:

  • Blacksmith
  • Bunker Shop Room
  • Tree Merchant
  • Triple Shop Room
  • Mirror Relm
  • Umbral Machinery
  • Simon Says (Chromatic Alter)
  • Abyssal Cavern
  • Fools Trial
  • Fountain of Reflection
  • Holy Sanctuary
  • Underwater Altar
  • Obelisk of Desire
  • Fishing

Dungeon Afixes


Dungeon Afixes are modifiers that will impact the Dungeon with different de-buffs towards the player, or buffs towards the enemies.
Affixes start appearing more often with higher difficulty. There can be multiple affixes in a single dungeon run.

All Dungeon Afixes:

Dungeon AfixesDe-Buff or Enemy Buff
Echo of StonesEnemies deal 5% more Fire Damage and Earth Damage.
Echo of DeathEnemies deal 5% more Shadow Damage and Disease Damage.
Echo of LifeEnemies deal 5% Holy Damage and Nature Damage.
Echo of ForceEnemies deal 5% more Physical Damage and Wind Damage.
Echo of StormEnemies deal 5% more Lighting Damage, Ice, and Water Damage.
Glimmer of BloodEnemies have 5% more Maximum Health.
Glimmer of ArmamentsEnemies take 5% less Total Damage.
LeechEnemies attacks heal themselves.
CombustionEnemies will EXPLODE when they die, dealing Fire Damage.
CorrosiveSlain enemies will now leave acid puddles, dealing 2% Health every second you’re in a puddle.
ConductiveEnemies now Spark on every hit, dealing 7% Additional Lighting Damage to yourself and nearby allies.
PerceptiveAll PLAYER detection reductions are now ignored
ObservantAll enemies’ detection rates are now drastically increased

Related Entries


  • Dungeon Events
    Dungeon Events

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