Guild Of Dungeoneering Theme

Guild Of Dungeoneering Theme Average ratng: 6,2/10 8717 reviews

Cartomancer and MathamagicianCartomancer: 50 damage comobo, basically. He plays different, and fun. He can't win every situations (some that need sustained damage for example), but he can kill almost anyone easily given a few turns to get items.Mathamagician: If you can play around his passive, he does huge amounts of damage. You feel smart when playing him (most of the others, the one to pick is obvious, here, you might find some cooler stuff, esp with his passive). Plus, I love mages with huge powers.Have played the other 3 very breifly. Didn't enjoy them as much. I think I got incredibly unlucky.

The Arificier becomes a problem in dwarf section because you have troubles killing enemies level 2, and considering you can't get come common items which are stronger than uncommon, you get stuck. So I leveled to get holy knight, but I really dislike it because it's heavily countered by dwarf devices, they have retribution too. It's still my most viable class (Artificier server me well but now it's unusable), I also own the troubador, but the fact that uses dual element and NO ITEM has a good synergy with this ability, I feel like it's useless.My favourite spell is Ignite and Blade IV ability, although I'm really curious about Crush IV which you can't obtain with plain items, you need the blessing too. Originally posted by:I have to admit that I struggle with the Mathemagician. I'm not quite working out how best to use that passive.

Guild of Dungeoneering is a turn-based dungeon crawler with a twist: instead of controlling the hero you build the dungeon around him. Nemo dream master. 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.

Does it stack?For me its the Cartomancer. Maybe its because its so easy to use but I find it to be pretty unstoppable with Arcane IV and Holy IVFully agreeing on that one.

Dungeoneering

I started playing Cartomancer in the first few Jungle levels, and the game went from 'don't get too attached because dungeoneers die' to 'sweep up most enemies in a few turns'. Yes, he did also die once in a while when I got unlucky, but I'd say he is definitly a superior class with his card storm ability. Anyways, Addon content + Jungle became a joke when playing him and I'm currently in the dwarf mines, where the difficulty does ramp up quite a bit, but up until now I still just run through it with the usual Cartomancer-cheese.Just go for Arcane/Holy as suggested by Rellykk, substitute Holy with Growth/Fire if you can't find it, and keep your eyes open for nice skills like Blessing or Wise which further boost him.Also the Fire Battlescar on its final level is actualy a great boon for Cartomancer, since his passive ability will still fire, even if the enemy does only 1 dmg.