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Spellcaster university dungeons
Spellcaster university dungeons




spellcaster university dungeons

Sound good, yeah? But the problem is that the base health is very low (10). Herbalism (Passive) – heal classmate directly in front/behind them each time where students act.Potions (Passive) – give you chance to create scroll after fight.Assassination (Passive) – critical chance (max 50%).Demonology (Passive) – give chance to act student in row after acting.Retribution (Passive) – give you chance to act after incoming attack.5 armor give you -5 damage for each incoming attack. Druidism (Active) – deal damage and gain power buff (more damage for next strikes).Another way to beat the dungeon without Sacred magic, but you will be having problems with 4 mobs. Enchantment (Active) – deal damage and have change for stun.2 is optimal (you need to deal damage too) Try to have 1-3 members with 4-5 Sacred Magic. It is very difficult to go through the dungeon without Sacred magic. Sacred magic (Active) – Give X shields for ALL team members.To successfully complete the dungeon, you need the right skills and composition. Just see on the screen where you prepare your expedition. It’s give nice bonus (10 HP + 1 armor) and this equipment don’t have strong analogues (except Potions pads, all of them just garbage).Īlso, you have some little bonuses from some room (Heroism room for example), relic, artifacts and students perks, but my advice is just don’t worry. If you want, you can use Light Pad (armor from light deck). Phoenix don’t have penalties for sure, but animals is very usefull slot. And most funny stuff – even you activate this, it’s not guaranteed that right student start use it. Their effect is insignificant for dungeon and the penalties are severe (students can wear only one equipment of each type, so if you activate dungeun equipment all you students start wear this useless staff). And best thing you can do with that – just don’t use it. In game you have some equipments (Runic spear, Light Pad, etc) and animal (Fat Phoenix). Some choices lead you to fight (most choices lead you to fight). More difficulty => Higher monster level and more mana gain.Įncounters work exactly like dialogue 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. There are encounters that can lower the difficulty, but don’t count on them to lower it massively. Just wait and you see your first dungeon.ĭifficulty scales with how long your students have been in the dungeon.When your students go forward or take a hard encounter, the danger goes up by two with no maximum limit. The most important thing is that you keep all the rewards even if the students die. Once you accept the dungeon quest, it won’t disappear until you try to get through it. What happened? Why? The game certainly doesn't want me to understand anything.You will only have 1 or 2 dungeons per map. The one with druidism 2 and the one with enchantment 3 manage to kill the front demon, they both damage the shields of the demons facing them and decide to stop and stare until they're killed, too. The one with an array of mainly light and arcana uses his Elementalism 1 spell to damage the rat and a rear demon, the one with nothing but passives finishes the rat off, neither ever act again as the demons repeatedly attack. Three demons with heavy magic shields and a rat, and at this point I'm only allowed to play the cards I don't have any of or start the fight. It's probably just imps or a demonologist or something. Hey, it's just the 'nothing ambitious' dungeon so I'll try the third instead of fleeing. One that has two options requiring Demon and Demon to draw a pentagram, one option to cross through it and draw a demonic chamber, one option to turn around and go a different way for threat+3. I tried the sewers with a group that included two fairly diversely-skilled characters, one who had some passives but was only really around for his Heroism 2 and a fairly weak student because they'd bothered to learn both herborism and druidism and I liked the thought of healing every action while doing progressively more damage.įirst (and only) venture: a demonic chamber. I wish there was some kind of tutorial because I'm definitely missing something.






Spellcaster university dungeons