We have begun migration of most wikis to our new host, Amazon Web Services. All but the top 100 wikis are in read-only mode until the migration is complete. Estimated completion: TBD -- Update: Fri 10/20 11pm UTC - We have encountered some unexpected issues. Our staff is working around the clock to complete this process as quickly as possible. Thank you for your patience.
Movement[edit | edit source]
- Your Hero can move up to 2 tiles per turn. However, it will stop on entering its first unexplored tile.
- To influence the direction your Hero will move, consider the following factors:
- Chests are the best lure, and Heroes will almost always head toward any chest accessible by a completed path
- Treasure cards make excellent lures for Heroes, and of course the higher the value the better the lure
- Monsters can either attract or repel a Hero, depending on Hero Class and Monster level compared to Hero level. As a rule, most Heroes prefer to fight Monsters of the same level or lower, and will move away from stronger Monsters when possible.
- All methods of influencing the Hero's movement are impacted by distance. For example, a lower level treasure that is very close may lure a Hero away from a higher level treasure that is very far away.
- Heroes like to explore by nature, so when an unexplored tile is within range they will always choose that tile over a previously explored tile, unless they are influenced by other factors (see above).
- WARNING: Sometimes the direction a Hero will move can change simply by placing another dungeon tile, and it doesn't always seem to follow a logical set of rules. For example, if your Hero is set to move in a particular direction but has two possible choices, adding another dungeon tile to extend the path in the current direction may cause the Hero to move in the opposite direction. In cases where you need to reach a specific goal before time expires or escape from a pursuing Monster, this can sometimes lead to the death of the Hero. The only way to guarantee this won't happen is NOT to place any additional tiles if you are happy with the current direction of movement.
Monster Movement[edit | edit source]
- Boss Monsters can move up to 2 tiles per turn, however, a Boss will stop on entering its first occupied tile - it will destroy the monster it finds there.
- If you are in a quest where a Boss is chasing you, and you want to delay its arrival (so you have more time to level up), throw monster cards in front of it, to slow it down.
- NOTE: Treasure cards can also be used to slow down bosses (confirmed on most pursuing enemies), however you should use this only as a last resort, since it could cause the Hero to move toward the boss.
- Monsters with Wandering or Aggressive can only move one tile per turn.
- The Cards you get from your Loot are based on cumulative Ability, up to Tier 4. Ex: Paper Crown and Glyph both have Holy 1. Wearing both will grant you the Tier 2 Holy Card, Smite. Stacking more than 4 of any Ability does not provide any additional benefit.
- Trying to maximize the total number of Abilities may seem like a good idea at first, but it is often a better strategy to go for higher tiers since the best Abilities tend to be at tier 3 and 4.
- Having a smaller deck increases the odds of drawing your higher powered cards, so once you reach a certain goal with your Abilities, it may be a better idea to pick up gear that gives health or special powers (such as Wise or Tenacious) rather than picking up an extra low level Ability or two.