

This is still just the most basic layer of the fun. Then there are blocks for both physical and magical attacks, lightning strikes, and unblockable moves. Alongside physical attacks, for example, you can land magic attacks. It's pleasantly busy, with each class having their own particular tricks to play in battle, and a range of complicating factors to think about. When your dungeoneer encounters a monster, it's card-battling time, your deck against their deck. In combat, sure, it's all pretty traditional stuff. I've been playing Guild of Dungeoneering on and off for a week, and I've only recently spotted it: this is an RPG where you play as the game balancing. But far weirder is the role that the player is truly lumbered with for much of the adventure. And the only other universal block of 5 or more are in Armor III or Speed IV, so that seems appropriate.The classes in Guild of Dungeoneering are pretty weird: there's the Cat Burglar, for example, who talks about lobbing kitties at her foes, and there's the Shapeshifter, who longs to be able to transform into a bag of silver coins. That would more accurately describe the net healing result combined with the fact that you cancelled out all the damage he did that round.Īlso, "heal 3" alone would still be tied for the strongest healing card. You can interpret it as a "heal of 3 + universal block of 2", or a "heal of 1 + universal block of 4" or "universal block of 5". Restore is just odd from other heals that it provides more benefit when your health is lower. So, you actually did heal 5 in that case. The monster is going to damage you anyhow, so there is always net healing to consider, possibly doing the same or more damage as what you just healed. :-)Īlso, it isn't accurate to consider that as a "heal 3". Note that if you hadn't used it (or only healed 1), you would have died. That's not quite the way to look at Refresh. However, the only class where I have ever wanted to restrict picking up items is the Mathemagician (because so much of his power seem to depend on discarding the opponent's cards and injecting stupidity) and I have never felt like unlocking more loot options was ever a bad decision (well, aside from unlocking loot before characters).

Now, bear in mind, I'm not a GoD expert that can do a no-death run or something. Adamantium Anvil is probably not directly useful as an early unlock, but Sword of the Sea is a top source for Growth III which can really save your butt and pairs great with Tenacious trait. Amazingly powerful for the Apprentice in the early game, which starts with Fire I. It and Blacksmith each have a Fire II item, and getting to Fire III (Ignite) is game over for most fights. Steel Anvil gives you Doom Plate, and Bulwark is amazing. That's also why I like the +1 card Blessing as well as Wise - more cards means more options, and you can handle the occasional Stupidity card or debuff that shrinks your hand. Much easier to hit Armor IV than Swift IV as well, and you get 3 great physical defense cards out of it, not just 1.īlade and Crush might not be so great for a Cartomancer, but again there are a lot of monsters or bosses that have strong magic defense so having some physical options are handy. There are some dungeons that seem to have strong physical enemies and bosses and even Armor I can save your butt and III and IV are great. I'd also disagree that Armor isn't useful. This is especially true if you end up using Ranger or Bruiser on your earlier tiers. So I don't think you need to worry about outright excluding Blacksmith. It is very rare that the loot pool for a dungeon is flat-out junk that doesn't work with a class. However, I eventually end up unlocking everything - all classes and loot, and I don't really end up having problems with that. When doing unlocks, I think it is a good idea to prioritize getting a class unlock of the next tier, then a blessing (or two) of that tier, then one or two loot upgrades for that tier.
