![]() ![]() Guild of Dungeoneering will reward you for purchasing now by giving you all future content updates for FREE! As each content update is made, we may be charging a little bit more for the game. Lead your hero to battle with the dangerous dungeon overlord, where his skill will be put to the ultimate test - for the glory of your Guild! From lowly Chumps to renowned Cartomancers, you’ll need all the recruits you can get in this challenging rogue-like RPG where no two dungeons are ever the same. But will he be strong enough to take on the dungeon's overlord? In between dungeon runs and card based battles, manage your Guild building new rooms to attract new classes of adventurer and to expand your decks of cards with more powerful items and events.īuild up your Guild with new rooms to attract new classes of adventurer and collect powerful items and abilities. Using cards drawn from your Guild decks, you lay down rooms, monsters, traps and of course loot! Meanwhile your hero is making his own decisions on where to go and what to fight. These scars will provide a +1 bonus to a single set of Abilities, with no downside other than possibly poor synergy with other Traits and Abilities.Get ready for some Ice Cream Headaches! The second Adventure Pack is now available!īecome the ultimate Dungeon Master as you bribe, entice and coax your heroes through their adventures on a quest to restore your guild to its ultimate glory! Guild of Dungeoneering is a unique turn-based RPG with a twist: instead of controlling the hero, you build the dungeon around him. There are a total of 6 standard Battle Scars available. cards now block 1 damage of any type Pyromaniac : +1 Fire : +1 Fire, gain Burn Scrounger : One Loot choice is of a higher level than normal : In addition to Early Stage, the Hero can no longer take Treasure instead of Loot Tricksy : Start each quest with a level 1 Loot choice : In addition to Early Stage, no gold is gained from Treasure Standard Battle Scars As a rule, there will be both a benefit and a penalty by the time the final stage of any scar is reached, but whether the benefit is applied before (early stage) or after (final stage) the penalty is applied depends on the specific scar.įlesh Wound : -1 HP : -1 HP, gain Tenacious Fountain Addict : The Hero is drawn toward fountains, and the first tile card each turn always has a fountain : In addition to Early Stage, the Hero becomes immune to negative fountain effects Gullible : One Loot choice is of a lower level than normal : In addition to Early Stage, +1 to all gold gained from Treasure Hard Headed : +1 HP, -1 card : +2 HP, -1 card Hubris : Seeks out higher level Monsters (same pathing change as Barbarian's Deathwish) : In addition to Early Stage, +1 HP vs higher level Monsters Hulking : +1 HP : +1 HP, +1 Stupidity Paranoid : +1 Armour : +1 Armour, +1 Stupidity Punch Drunk : +1 Stupidity : +1 Stupidity, all Uhh. There are a total of 11 staged Battle Scars available, each of which starts out as the "Early Stage" version and transforms into the "Final Stage" version later. The full list of Battle Scars is below, separated by "staged" scars and "standard" scars. Determining which specific combination of scars is good or bad is up to each player, as both Hero Class and play style will have a very large impact on the pros/cons of each individual battle scar. ![]() Because scars are applied randomly and can never be removed, some Heroes will undoubtedly become favorites while others become completely unused, or may even be sacrificed in order to generate a new Hero of a certain Class. There are a total of 17 different Battle Scars possible, but each Hero can only receive 2 different scars. For those players who a fan of this feature, the options menu allows enabling or disabling the application of new Battle Scars. This feature that was added with v1.05 of Guild Of Dungeoneering, but the original system was completely revamped with v1.06. Battle Scars are Traits that are permanently applied to a Hero upon completion of each Dungeon. ![]()
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