Guild Of Dungeoneering Walkthrough

Guild Of Dungeoneering Walkthrough

Guild Of Dungeoneering Walkthrough Average ratng: 4,1/5 2259 votes

Jul 14, 2015  Guild of Dungeoneering can be considered an interesting mix between RPG, card game, dungeon crawl, and turn-based strategy game. You are a leader of an almost destroyed guild of adventurers. Your main aim is to bring your desolated guild to a former glory and at the same time show a middle finger to the competition. Dungeoneering tokens are a reward from the Dungeoneering skill and are used to purchase rewards from the rewards trader or from the Elite Dungeon Reward Shop. They can also be used to purchase Dungeoneering experience at a 1:1 ratio. Tokens are received for completing a dungeon; no tokens are earned if the dungeon is left early. The amount of tokens a player receives is dependent on the amount.

Versus Evil’s new mobile game called Guild of Dungeoneering is quite an interesting title, despite its use of the commonly-dropped RPG-centric words “guild” and “dungeon” in the title. This game invites you to become the ultimate Dungeon Master, cajoling, bribing, and doing what it takes to get your heroes behind you and focused on their adventures, as they try to bring the glory back to your guild. There’s also a neat twist to this game, which can be considered its main selling point – you aren’t controlling the hero or heroes per se, but you’re building the dungeon your hero crawls through. And how do you build this dungeon? Simple – use the cards you collect from Guild decks to place rooms, traps, monsters, and that all-important loot.

In terms of the game’s genre, we can consider this title a trading card game RPG, but one that’s so different from your average TCG or RPG. Sure, you’ll have to familiarize yourself with heroes, their statistics, and their traits. But once again, there is no ready-made dungeon; you’ll need to build it yourself with the cards you draw. And if you haven’t done anything similar before, we suggest you read this Guild of Dungeoneering strategy guide, as we talk you through a variety of general tips that can help you to become more successful in the game.

1. Focus On Expanding Your Guild

The main thing you have to do from the start is to upgrade your guild, adding new rooms as you go along. In between dungeon crawls, tap on the Expand Guild button found on the bottom part of the guild screen, and check your options, which can be found on the technology trees.

Dungeoneering

What do you get when you add a new room to your guild? That’s going to allow you to use a specific adventurer type, based on the room you add. For example, you can unlock the Bruiser class by adding the training yard. Read on for the next tip, as we’ll show you what you need to do to acquire certain kinds of adventurers and make them a part of your team of heroes.

2. About Might, Magic And Loot

As far as acquiring physical, bruising fighters to your team of heroes is concerned, you’ll need Might to do this, and need to upgrade this accordingly. That should allow you to add some skilled melee fighters, or tanks that don’t do as much damage as melee specialists, but have tons of hit points for soaking up damage. In relation to Might, you should also take note that the idols, shrines, and talismans in the game provide some automatic bonuses.

Magic, quite obviously, is what you want to use when acquiring adventurers who specialize in magic. The same deal with talismans, idols, and the like also applies to Magic, same with different rooms making certain characters/character classes available. Lastly, Loot should be upgraded like Might and Magic, as that would allow you to find rarer, better-quality gear in the dungeons.

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3. The Basics Of The Dungeon Crawl

We shall now be telling you how the dungeon crawls are like in this game, as they’ve got their share of differences from dungeon crawling features found in other titles. First off, you’ll need one adventurer and one special effect (talisman, idol, or shrine) in order to enter the dungeon; make sure you’re making the right choice, and not fooling around or experimenting. Still, your adventurers won’t get to keep their equipment in between crawls; they won’t be as powerful as they were after finishing the previous crawl, so keep that in mind before starting another one. If it’s any consolation, adventurers earn so-called “battle scars,” which are permanent upgrades or downgrades that are earned when a character survives. Obviously, this is a hit-or-miss proposition that’s somehow another one of the reasons why this game has garnered so much popularity since its release.

4. What Happens To Dungeon Cards You Do Not Play?

As this game can be filed under the TCG category, we shall be moving over to unused dungeon cards for this next tip. Similar, but not as serious as the deal with your adventurers’ equipment in between crawls, you won’t be able to save unused dungeon cards in between turns. Play a dungeon card if you’ve got something big planned, such as a potential new path and treasure you want to place within he dungeon; don’t save it for another turn, because it’s going to be gone by then!

Conversely, unused combat cards do not get lost if you do not play them or discard them during a turn. They’ll remain there unless played or discarded, and that should allow you to do some advance planning. That also means you may eventually have a plethora of cards that you neither need nor want, though that’s why the discard option is there.

5. Different Adventurers Have Different Default Cards

That’s the thing with TCGs – oftentimes, different characters will have different cards in their default deck. For example, magic-based adventurers tend to have tons of magic defenses in their deck, while physical bruiser fighters usually have normal attack cards included in their deck. You can also get new cards for your adventurers/heroes by finding select pieces of equipment and choosing them. Always look toward the top portion of your screen when choosing your reward, so you can see if there’s any catch, and so you can be sure you’re positively impacting an adventurer’s stats.

6. Miscellaneous Cave Management Tips

By default, your adventurers will follow the blue footprints on the path unless you intervene. And that may include using treasure as a lure, one that can motivate a character to go left, right, or any other direction. If you don’t step in during these situations, your heroes may most likely move closer toward the newest dungeon room you laid out. Be sure you always check the quest objective, as seen in the top-left corner of your device’s screen, as you cannot leave the dungeon unless you complete the quest. Lastly, keep in mind that dead adventurers cannot be brought back to life; they will be replaced, however, by other adventurers, with the dead adventurer’s class no longer being usable in the game.

7. Scout Your Enemies

While most of the game revolves around playing cards in order to strengthen your guild or lay out your dungeon, there is a lot of scouting involved as well. Tap on the Check Traits button separating a hero and a monster if you want to find out more about that monster. The Traits section includes the strong points of any given monster, though also notes if they have any weaknesses you can take advantage of.

8. Tips For Winning The Battle

Contrary to what you may have thought right after the game description, you’ll be doing a lot of battling in this game, and with that in mind, here are some miscellaneous tips for battles.

Before doing anything with a card, check the icons that are on them. Double attack symbols means you will attack twice when you play that card, while double shield symbols will give you a double dose of defense. Also remember what the icons mean – spiky icons correspond to attacking, shield icons are for defense, yellow icons to denote which attack will land first. There are also icons that inform you that a card should be drawn or discarded. Another good legend to remember is red for physical and blue for magic; you’ll only be able to block a certain attack with a matching defense (or by playing a card with two colors), and would have to use the other color to penetrate defenses.

Table of Contents.Expanding Your Guild. Spend gold between dungeon delves to upgrade your guild with new rooms. Just tap the Expand Guild button at the bottom of the guild screen and check out the tech trees. Might is used for acquiring adventurers who use physical attacks and abilities. Adding a new room will grant you the ability to use a specific type of adventurer (i.e. The training yard unlocks the Bruiser class), while talismans, idols, and shrines give adventurers special automatic bonuses.

Magic is for less tanky adventurers who use magic. As with Might, different rooms unlock different characters and each one has a corresponding talisman/idol/shrine.

Loot is what you start upgrading when you want to find better gear while in dungeons. Build a blacksmith, woodworker, etc and your adventurers could become nigh unstoppable.

Guild Of Dungeoneering Walkthrough

In theory, anyway.Exploring the Loot Caves. Whenever you enter a dungeon, you get to select one adventurer and and one talisman/idol/shrine effect.

Choose wisely!. Adventurers don’t keep their equipment between dungeon delves, so don’t expect them to start each quest out as powerful as they left off.

However, they do earn “battle scars” (i.e. Permanent beneficial/detrimental characteristics) each time they survive, which can help.

Or hinder. Unused dungeon cards aren’t saved between turns.

If you see a treasure you want to put down or a path you want to construct, try not to save it for later because it’ll disappear from your hand as soon as you end your turn. The blue footprints show where the adventurer will head next. Adventurers will follow the path automatically, but you can use treasure to lure them in specific directions.

Otherwise they’ll likely move towards the most recently placed dungeon room. Keep an eye out for the quest objective in the top-left corner of the screen.

Your adventurer won’t be able to leave the dungeon (alive, anyway) until it’s completed. If an adventurer dies, they’re gone for good. Their position will be refilled automatically if you explore another dungeon (no matter the outcome), but until then that specific class will be unusable.Fighting and Hopefully Winning.

Different types of adventurers have a different set of default cards. Physical fighters tend to favor normal attacks, magic users have a lot of magical defenses, etc. The equipment you find can change an adventurer’s stats as well as give them new card. Look to the top of the screen while choosing your reward to see what’s being added (or taken away if you’re swapping gear). Spiky-looking “strike” icons are for attacking, while shield icons are for defending. Card icons indicate either drawing or discarding cards.

Yellow lightning icons ensure that a specific attack will land first. Hearts are for gaining or losing health (this stacks with regular damage). More icons on a card means more actions. If there are two attack symbols, that means the card will hit twice. The same goes for multiple shield symbols.

Red is physical and blue is magical. This means that you can only block a given type of attack with its matching defense (or a two-color hybrid), and you can get around defenses by using the other color (i.e. Magic can’t block physical and vice-versa). Fighting a strong enemy? Tap the Check Traits button between your adventurer and the monster to see if they have any nasty – or maybe exploitable – passive characteristics.

Unlike dungeon cards, unused combat cards stay in your hand until played or discarded by other effects. This means you can plan your strategy a few moves ahead, as well as get stuck with cards you really don’t want.

Guild Of Dungeoneering Walkthrough
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