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=== Spirits ===
=== Summoning ===


Spirits can be summoned by the [[Main Character]] or recruited from portals, the tavern, and some events. Some recruitable [[Unique]]s also have the ability to summon spirits as well (one for each element, except ice and fungal).
Strictly speaking spirits are a separate category. Even though most of them work a lot like creatures, and the rest work a lot like humanoids there are subtle differences with all the other categories. (mainly in "species gene" inheritance behavior)


Summoned spirits receive genes based on the summoner's base [[Stats#Magic|Magic]] stat (without equipment). Their [[Stats#Max_Level|Max Level]] gene is always 5 when summoned, while the other genes are distributed randomly. Their starting genes can also be increased through the [[Main Character]]'s skill tree "Spirit Genes" upgrades (for [[Evolution]] and [[Creation]] only, and NOT retroactively) and the Elementalist profession.
Spirits can be either summoned by MC or recruited from portals and some events.


Normally the [[Main Character]] chooses an element at game start and can only summon spirits of that element. Initially, only Fire, Water, and Grass are available. The four other elements are unlocked when the first form spirit of that element is unlocked for the gallery, by levelling them to level 10. A [[Main Character]] with the Elementalist profession can summon spirits of all starter elements, including the ones not yet unlocked as starters.
The ones summoned by MC get genes based on MC's "native" (without equipment) magic stat, and it would seem that their max level gene is always 5 when summoned (while the rest is distributed randomly), their genes total can also be improved through MC's skill tree "spirit genes" upgrades (for evo and creation only, and NOT retroactively) and Elementalist MC profession.


For the most part, only basic spirit forms of medium size can be summoned, costing 20 exhaustion. The exceptions are shadow, costing 10 exhaustion and 10 morale; and stone, which costs 10 exhaustion and comes small sized, while the stone summoner [[Roctu]] summons small [[Rock Hugger]]s for 30 exhaustion.
Normally MC chooses an element at game start and can only summon spirits of that element. Initially only Fire, Water and Grass are available and the other four elements need to be unlocked (by leveling up a spirit of that element to level 10). MC of an Elementalist profession can summon spirits of all elements including the ones not yet unlocked as starters.


Wild spirits follow rules for spawning like any other units regarding genes and size, and are recruited the same way as any other character of their type. They typically need an environmental condition however, like weather or biome.
Only the basic spirit forms can be summoned, and a summoning typically costs 20 exhaustion. Exceptions thus far are stone (10 exh) and shadow (10 exh, 10 morale).


=== Fusion ===
Summoned spirits are created at medium size (except stone spirit which is created small).


Spirits can fuse with any other character (so long as that other character is eligible to fuse at all), except with another spirit. To fuse two spirits together, at least one of them must have the [[Catalyst]] genetic trait.
The wild ones have the usual gene generation, including max level genes and are recruited the same way as any other character. Their size can also vary. (you can even find an enormous stone spirit)


Spirits all have the special [[Spirit (trait)]] which changes how their species gene inheritance works when fusing. Any unit with the [[Spirit (trait)]] will not pass on any species genes when fusing, and the fusion instead will result in a unit with identical species and genes to what the non-Spirit component of the fusion was.
=== Fusing ===


This is particularly notable regarding [[Special Hybrids]], as it's easy to lose one and end up with a standard [[Hybrid Species]] if you're not careful. So fusing a spirit to an [[Angler Fish]] with Mermaid/Lymean species genes will end up an [[Angler Fish]] and not a [[Siren]].
Spirits can fuse with any other character (so long as that other character is eligible to fuse at all) except with another spirit. To fuse two spirits together at least one of them must have a "catalyst" genetic trait.


All spirits are [[Impure Species]]. Some spirits can evolve into units which do not have the [[Spirit (trait)]], which will then follow standard [[Impure Species]] gene inheritance when being fused.
Spirits normally do not pass on any species genes when fusing, but DO pass them on when breeding (making the resulting character impure).

Spirits do not pass on any species genes when fusing, but they ''do'' pass them on when breeding, making the resulting character impure.


=== Evolution ===
=== Evolution ===


Spirits have an evolution system similar, yet superior, to that of Druid's seedlings.
Spirits have an evolution system different to that of [[Prince|Druid]]'s [[Seedling]]s, where you can choose the level type and learned skill/s upon a species-changing evolution.


All first form spirits are non-humanoid creatures, and from there they can be evolved further into either creatures or into humanoid species.
Any spirit still eligible for evolution will have an "evolving" trait which doubles (multiplicative effect with other exp increasing genetic traits) it's exp gain.


Any spirit still eligible for evolution will have the [[Evolving]] trait which doubles its experience gain, an effect that can be multiplied with other experience-increasing genetic traits.
A spirit needs to be at it's max level in order to evolve. Evolving always resets the stats and level of the spirit, permanent consumable use count also resets (but the genes added by SoulReaper's special consumable do not). Genes and genetic traits are kept.


A spirit needs to be at its [[Stats#Max_Level|Max Level]] in order to evolve. Evolving always resets the stats and level of the spirit. Permanent consumable use count also resets, but genes and genetic traits are kept, even if they're from items like Mutagens and SoulPotions.
All base forms with max level still below 20 can be reshaped, increasing their max level gene by 3 and randomly increasing other genes by a total of 2 (in-game description is incorrect here, it is possible for only ONE gene to increase, but it will increase by 2 in this case). Specials are kept when reshaping.


All first form spirits with a [[Stats#Max_Level|Max Level]] below 20 can be reshaped, increasing their [[Stats#Max_Level|Max Level]] gene by 3 and randomly increasing other genes by a total of 3 (it is possible for only one gene to increase, but it will increase by 3 in this case, though only up to the limit). Special traits are kept when reshaping.
All base forms and some non-base forms can also be evolved into next form. Spirits keep some skills of previous forms when evolving, Specials are changed when changing form, including the "adapted" special which is lost (while the effect of adaptation remains). Evolution into mount forms is accompanied by one tier of size increase.


Many spirits can be further evolved into other species. Spirits keep their existing skills when evolving, but special traits may be changed when changing species, including the [[Adapted]] trait which is lost, while the effect of adaptation remains. Some evolutions are accompanied by size changes.
Unlike seedlings you can choose level type and a learned skill upon a form changing evolution (including evolution into base species).


== Species ==
Thus far all the evolution-eligible forms are creatures (non-humanoids) and spirits.

Some of the final forms are humanoids, and some are no longer spirits (so far all the base species and the ring beast).


{{NavSpeciesSpirits}}
{{NavSpeciesSpirits}}


== Evolution Trees ==
== Evolution Trees ==
''If the tree doesn't load on the first time, reloading the page should fix it''
<div class="spirits-tabber">{{#tag:tabber|
=Fire:=
FireSpirit=
{{Spirit Diagram|flowchart LR|Fire|100|30}}
{{Spirit Diagram|flowchart LR|Fire|100|30}}
=Water:=
{{!}}-{{!}}

WaterSpirit=
{{Spirit Diagram|flowchart LR|Water|100|30}}
{{Spirit Diagram|flowchart LR|Water|100|30}}
=Grass:=
{{!}}-{{!}}

GrassSpirit=
{{Spirit Diagram|flowchart LR|Grass|100|30}}
{{Spirit Diagram|flowchart LR|Grass|100|30}}
=Ice:=
{{!}}-{{!}}

IceSpirit=
{{Spirit Diagram|flowchart LR|Ice|140|30}}
{{Spirit Diagram|flowchart LR|Ice|140|30}}
=Rock:=
{{!}}-{{!}}

RockSpirit=
{{Spirit Diagram|flowchart LR|Rock|100|30}}
{{Spirit Diagram|flowchart LR|Rock|100|30}}
=Light:=
{{!}}-{{!}}

LightSpirit=
{{Spirit Diagram|flowchart LR|Light|100|30}}
{{Spirit Diagram|flowchart LR|Light|100|30}}
=Shadow:=
{{!}}-{{!}}

ShadowSpirit=
{{Spirit Diagram|flowchart LR|Shadow|60|30}}
{{Spirit Diagram|flowchart LR|Shadow|60|30}}
=Fungal:=
}}</div>
{{Spirit Diagram|flowchart LR|Fungal|60|30}}
=Electro:=
{{Spirit Diagram|flowchart LR|Electro|60|30}}

Latest revision as of 14:13, 13 February 2024

Summoning[ | ]

Spirits can be summoned by the Main Character or recruited from portals, the tavern, and some events. Some recruitable Uniques also have the ability to summon spirits as well (one for each element, except ice and fungal).

Summoned spirits receive genes based on the summoner's base Magic stat (without equipment). Their Max Level gene is always 5 when summoned, while the other genes are distributed randomly. Their starting genes can also be increased through the Main Character's skill tree "Spirit Genes" upgrades (for Evolution and Creation only, and NOT retroactively) and the Elementalist profession.

Normally the Main Character chooses an element at game start and can only summon spirits of that element. Initially, only Fire, Water, and Grass are available. The four other elements are unlocked when the first form spirit of that element is unlocked for the gallery, by levelling them to level 10. A Main Character with the Elementalist profession can summon spirits of all starter elements, including the ones not yet unlocked as starters.

For the most part, only basic spirit forms of medium size can be summoned, costing 20 exhaustion. The exceptions are shadow, costing 10 exhaustion and 10 morale; and stone, which costs 10 exhaustion and comes small sized, while the stone summoner Roctu summons small Rock Huggers for 30 exhaustion.

Wild spirits follow rules for spawning like any other units regarding genes and size, and are recruited the same way as any other character of their type. They typically need an environmental condition however, like weather or biome.

Fusion[ | ]

Spirits can fuse with any other character (so long as that other character is eligible to fuse at all), except with another spirit. To fuse two spirits together, at least one of them must have the Catalyst genetic trait.

Spirits all have the special Spirit (trait) which changes how their species gene inheritance works when fusing. Any unit with the Spirit (trait) will not pass on any species genes when fusing, and the fusion instead will result in a unit with identical species and genes to what the non-Spirit component of the fusion was.

This is particularly notable regarding Special Hybrids, as it's easy to lose one and end up with a standard Hybrid Species if you're not careful. So fusing a spirit to an Angler Fish with Mermaid/Lymean species genes will end up an Angler Fish and not a Siren.

All spirits are Impure Species. Some spirits can evolve into units which do not have the Spirit (trait), which will then follow standard Impure Species gene inheritance when being fused.

Spirits do not pass on any species genes when fusing, but they do pass them on when breeding, making the resulting character impure.

Evolution[ | ]

Spirits have an evolution system different to that of Druid's Seedlings, where you can choose the level type and learned skill/s upon a species-changing evolution.

All first form spirits are non-humanoid creatures, and from there they can be evolved further into either creatures or into humanoid species.

Any spirit still eligible for evolution will have the Evolving trait which doubles its experience gain, an effect that can be multiplied with other experience-increasing genetic traits.

A spirit needs to be at its Max Level in order to evolve. Evolving always resets the stats and level of the spirit. Permanent consumable use count also resets, but genes and genetic traits are kept, even if they're from items like Mutagens and SoulPotions.

All first form spirits with a Max Level below 20 can be reshaped, increasing their Max Level gene by 3 and randomly increasing other genes by a total of 3 (it is possible for only one gene to increase, but it will increase by 3 in this case, though only up to the limit). Special traits are kept when reshaping.

Many spirits can be further evolved into other species. Spirits keep their existing skills when evolving, but special traits may be changed when changing species, including the Adapted trait which is lost, while the effect of adaptation remains. Some evolutions are accompanied by size changes.

Species[ | ]


Evolution Trees[ | ]

If the tree doesn't load on the first time, reloading the page should fix it

Fire:[ | ]

Water:[ | ]

Grass:[ | ]

Ice:[ | ]

Rock:[ | ]

Light:[ | ]

Shadow:[ | ]

Fungal:[ | ]

Electro:[ | ]