~Dungeon Assault~


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Edited on Oct 30 2009, 9:20 AM by Ervin
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DUNGEON ASSAULT

Introduction:

Defend your hoard, send forth your raiders, battle you rivals, become the dragon king!
Dungeon Assault is a strategy game on FunOrb.com, made by JaGeX gaming studios. The game features battles between evil forces. Every player himself is a Dragon, who possesses a dungeon, and a stable. While you use your warriors to steal other Dragons' treasure, your own money can be stolen aswell, that is, why you require to engineer traps and recruit sentinels and defenders.

____________________________________


The Stable & Dungeon:

The score of the game is to steal treasure from other Dragons, that will give you certain amounts of gold. But also, your dungeon can be raider, and you may loose gold. You must keep a balance between your units, to have a good number of raiders, still, have a well protected dungeon too.

The Stable, is where your raiders are stored. As your renown grows, you will be able to purchase better and better raiders. You can have maximum 8 raiders in your stable, and can revive or heal them here.

The Dungeon is a little more important. Everyone has got a 9x9 roomed dungeon, with the hoard room in the center, and 4 entrances at the corners. In the Dungeon menu, you can purchase defences and beasts, that will protect your treasure. Unlike raiders, defenders cannot be killed. If a raider passes, solves that defence, it will still appear in the next raids. But, like raiders, defences cost gold, and require a certain amount of renown.


____________________________________


Raiding & Awards:

Raiding a dungeon will actually start an attempt to steal a dragon's trasure, which can be done to you aswell. You require raiders to start attacking a dungeon. Whenever you enter a dungeon, you can choose to set your team at one of the corner entrances. Then, you must go along the routes you can go along, and reach the center of the Dungeon.

After the entrance is selected, you must choose a leading raider, who will lead the group, and face the defenders. If you fail a room, the leader will suffer the damage, and a new leader must be chosen. You can only enter yet unknown rooms, if they are around you, and are connected to your current area with a door. Discovered, and beaten rooms can be visited anytime. When your leader enters a room that is defended, the following will happen:

1.You will choose one, from the following battle options:

-Disarm* (Against trap - Dodge; Sneak) <----- Shield Icon; when facing trap
-Advance** (Accurate - Attack; Defence) <----- Sheild Icon
-Charge*** (Aggresive - Attack +1; Defence -1; Sneak) <----- Sword Icon
-Flee**** (Escape - Defence; Sneak) <----- Run Icon
Your raider will fight according to the strategy:

2*. Disarming a trap:

-If your raider's Sneak is stronger than the trap's Detect, then the trap will be disarmed.
-If not, your raider's Dodge will face the trap's Snare. If you have got the stronger, you will have +50% chance of disarming the trap.

3**. Advancing towards a beast:

-Your raider's Sneak will be compared with the monster's Sneak, to decide who will strike first.
-After that, the starter unit will have his Attack go against the other's Defence. If it succeeds with the attack, it will win the combat.
-If not, the roles will be switched, and the step ^above^ will be repated, until someone succeeds.

4***. Charging a beast:

-Everything goes the same way as in Advancing, except your raider's Attack will be raised +1, and he's Defence will be lowered.
-A good level of Sneak is suggested.

5****. Fleeing from a beast:

-If you see the monster in the room is way stronger than expected, you can Flee.
-Your raider's Sneak will go against the monster's Detect, if raider wins, he will escape.
-If not, your raider's Dodge will face the monster's Snare, if raider wins, he will escape, if not, he will get killed.
-Escaping a room will not kill the defender in it, and will not make you pass that room. You must choose another leader, unless you decide to change the route.

There are three versions of damage, that can be dealth to your raiders:
Incapacitation - which disables the raider to continue the quest
Poisoned Incapacitation - which not only incapacitates the raider, but permamently loweres one of it's skills, can be healed in Stable
Lethal Blow - kills the raider, making him no longer availeable for any battles, can be revived in Stable

If you manage to reach the center of the Dungeon, the quest is not yet done. You must choose an amount of trasure to steal. You must have good enought raiders to carry higher amounts of gold. Also, the more gold you try to steal, the bigger chance there is to wake the Dragon, alias the owner of the dungeon. When the dragon gets waked, 0 to 4 of your raiders gets killed by the Dragon. The Daemonette is the only raider that cannot be killed by the dragon.

Renown is gained by succeding in raids, which will higher your position in the Table of Dragons; you will qualify as a slightly stronger Dragon and will be able to use better raiders and defenders. Also, when stealing from a Dungeon, you will steal gold, but treasure indicates your amount of money.

Also, you may find gold bars next to players' names in the Dragons of Renown list. That indicates the Bounty on that player. Bounty can be gained by surviving hoard-thievery for a long duration.


____________________________________


Raiders:

Raiders are the soldiers you use to steal gold from someone's dungeon. They can be brought in the Stable, and you can have maximum 8 of them, and only bring max. 4 in a raid. There are different kind of raiders, good for different strategies. Raiders have got 4 skills: (to see their use, scroll up to Raiding)
Attack
Defence
Dodge
Sneak
Also, some raiders have got special abilties, that can be:
Passive - Has got permament effect, the begins from the start of the raid.
Active - Can be activated within' game, with the Star Icon, next to the Strategy Icons (Shield, Sword, Run).

To see the List of Raiders, view the posts below the Guide.


____________________________________


Defenders:

The more treasure someone has got, the more protected it is! Defenders can be tained and engineered in the Dungeon, and you can have as much defenders as you can put in your Dungeon! There are 2 kind of defenders, and within those categories, there lies a huge viiority of sentinels. Similarry to raiders, defenders have got 4 skills: (to see their use, scroll up to Raiding)
Attack
Defence
Snare
Detect
Defenders have got special abilties aswell, but their can be:
Damage Version - The type of damage it does to the failing raider.
Ability - Other special abilties.

To see the List of Defenders, view the posts below the Guide.


____________________________________


Orbs of Mastery:

Orbs of Mastery are equipment to your Dragon, that improove your earnings and others. Also, orbs unlock Titles of Aristocracy, aswell as the use of high-level Raiders and Defenders. When Orbs are set, they will only activate in presizely a week, and when they activate, their power will blow up your dungeon and stable, deleting all of your defence systems, raiders and treasure. The treasure lost by resets can be decreased with an orb aswell. Buying more orbs of the same type at once increases it's cost, until they get activated. These are:

Orb of Preservation
Renown Required : 750
Starting Cost: 250
F2P Limit: Unlimited
Effect: The amount of treasure lost by resets is reduced by 5%. This does not stack additively: 20 of them reduce losses - not by 100% - but by only 64% (Description written by Quartic)

Orb of Majesty
Renown Required : 1500
Starting Cost: 500
F2P Limit: 5
Effect: Your starter renown after resets is increased by 100

Orb of Brilliance
Renown Required : 3000
Starting Cost: 1000
F2P Limit: 5
Effect: Renown gained per hour increased by 1

Orb of War
Renown Required : 6000
Starting Cost: 2000
F2P Limit: 5
Effect: Decreases Raiders' cost with 5 gold

____________________________________


Titles of Aristocracy:

Titles of Honour:
~The Feared ---- "Feared Raider" Achievement
~The Stalwart ---- "Defender Dragon" Achievement
~The Vengeful ---- "Vengeful Dragon" Achievement
~The Tyrant ---- "Tyrannical Dragon" Achievement
~Master/Mistress of the Game - "Heroic Raider" Achievement

Titles of Power:
~The Warrior ---- Reset your Dungeon once
~The Veteran ---- Reset your Dungeon 2 times
~The Elder ---- Reset your Dungeon 3 times
~The Venerated ---- Reset your Dungeon 5 times
~The Ancient ---- Reset your Dungeon 10 times
~The Immortal ---- Reset your Dungeon 25 times

Titles of Wisdom
~of the Orb ---- Charge an Orb
~The Wise ---- Charge at least 2 Orbs
~The Cunning ---- Charge at least 3 Orbs
~The Potent ---- Charge at least 5 Orbs
~The Mighty ---- Charge at least 10 Orbs
~Master/Mistress of the Tower ---- Charge at least 15 Orbs
~The Magnificent ---- Charge at least 25 Orbs
~The Unbound ---- Charge at least 50 Orbs

Titles of Strength
~The Fierce ---- Charge 2 Orbs at once
~The Cruel ---- Charge 3 Orbs at once
~The Fell ---- Charge 4 Orbs at once
~The Terrible ---- Charge 5 Orbs at once
~The Savage ---- Charge 6 Orbs at once
~The Raging ---- Charge 7 Orbs at once
~Bringer of Wrath ---- Charge 8 Orbs at once
~Lord/Lady of Chaos ---- Charge 9 Orbs at once
~The Undefeated ---- Charge 10 Orbs at once


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Edited on Oct 16 2009, 8:26 PM by Ervin
RAIDERS LIST

Goblin Runt
Renown Required : 250
Costs: 0
Attack: 1
Defence: 1
Dodge: 1
Sneak: 1
Ability: none
Gold Capacity: 400

Goblin Cleaver
Renown Required : 250
Costs: 10
Attack: 2
Defence: 1
Dodge: 2
Sneak: 1
Ability: none
Gold Capacity: 600

Orc Warrior
Renown Required : 250
Costs: 15
Attack: 2
Defence: 2
Dodge: 1
Sneak: 1
Ability: none
Gold Capacity: 600

Saurus Spawn
Renown Required : 250
Costs: 20
Attack: 1
Defence: 1
Dodge: 3
Sneak: 2
Ability: none
Gold Capacity: 700

Ogre Thug
Renown Required : 350
Costs: 30
Attack: 3
Defence: 4
Dodge: 1
Sneak: 0
Ability: none
Gold Capacity: 800

Saurus Slink
Renown Required : 450
Costs: 35
Attack: 1
Defence: 3
Dodge: 3
Sneak: 1
Ability: Passive - Pit Immunity - Never fails to disarm any Pit trap.
Gold Capacity: 800

Beastman
Renown Required : 650
Costs: 40
Attack: 4
Defence: 1
Dodge: 1
Sneak: 3
Ability: none
Gold Capacity: 900

Witch
Renown Required : 750
Costs: 50
Attack: 2
Defence: 3
Dodge: 2
Sneak: 3
Ability: Active - Harden Raider - Doubles a raider's Defence for the next room. [Single Use]
Gold Capacity: 1000

Dyrad (m)
Renown Required : 1000
Costs: 55
Attack: 1
Defence: 3
Dodge: 2
Sneak: 4
Ability: Active - Gift of the Trees - Doubles a raider's Sneak for the next room. [Single Use]
Gold Capacity: 1000

Cave Troll
Renown Required : 1250
Costs: 60
Attack: 4
Defence: 4
Dodge: 2
Sneak: 0
Ability: Passive - Toughness - When revived (due to lethal blows), it will ressurect with -1 Defence
Gold Capacity: 1000

Goblin Scout (m)
Renown Required : 1450
Costs: 80
Attack: 1
Defence: 4
Dodge: 5
Sneak: 2
Ability: Active - Retreat - Can safely flee any room. [Single Use]
Gold Capacity: 1200

Saurus Warrior (m)
Renown Required : 1650
Costs: 85
Attack: 3
Defence: 3
Dodge: 4
Sneak: 4
Ability: none
Gold Capacity: 1400

Orc Shaman
Renown Required : 1850
Costs: 90
Attack: 5
Defence: 3
Dodge: 4
Sneak: 1
Ability: Active - Offering - Can tribute any other Orc or Goblin raider from the party, to negate incapacitation or death. [Multiple Use]
Gold Capacity: 1300

Mercenary Knight (m)
Renown Required : 2000
Costs: 100
Attack: 6
Defence: 5
Dodge: 1
Sneak: 1
Ability: none
Gold Capacity: 1300

Orc Blademaster (m)
Renown Required : 2150
Costs: 110
Attack: 7
Defence: 1
Dodge: 1
Sneak: 5
Ability: none
Gold Capacity: 1400

Thief
Renown Required : 2350
Costs: 115
Attack: 3
Defence: 3
Dodge: 6
Sneak: 5
Ability: Passive - Thievery - Decreases the chance of the Dragon waking, when stealing gold. Effect still applies after death/incapacitation of Thief.
Gold Capacity: 1700

Ogre Brute
Renown Required : 2450
Costs: 120
Attack: 6
Defence: 7
Dodge: 1
Sneak: 0
Ability: none
Gold Capacity: 1400

Priest
Renown Required : 3100
Costs: 145
Attack: 5
Defence: 5
Dodge: 3
Sneak: 3
Ability: Active - Revive - Can revive a raider after it dies. The revived raider will then be sent to the Stable. [Single Use]
Gold Capacity: 1600

Dwarf Renegade
Renown Required : 3300
Costs: 150
Attack: 3
Defence: 4
Dodge: 2
Sneak: 2
Ability: Active - Circumvent - Disarms or defeats any room. [Single Use]
Gold Capacity: 1100

Minotaur (m)
Renown Required : 3500
Costs: 160
Attack: 5
Defence: 7
Dodge: 5
Sneak: 0
Ability: Active - Scout - Reveals content of the next room. [Single Use]
Gold Capacity: 1700

Spy
Renown Required : 3750
Costs: 180
Attack: 2
Defence: 3
Dodge: 8
Sneak: 8
Ability: Active - Recconoitre - In the <abbr title="Before choosing an entrance">begginging</abbr> of the game, one Spy can reveal any 2 rooms. The more spies you got, the more rooms can be revealed. [Single Use]
Gold Capacity: 2100

Enchantress (m)
Renown Required : 4000
Costs: 190
Attack: 1
Defence: 6
Dodge: 4
Sneak: 6
Ability: Active - Glamour - Monsters' Attack and Defence halved for the next room. [Single Use]
Gold Capacity: 1700

Zealot
Renown Required : 4250
Costs: 200
Attack: 8
Defence: 2
Dodge: 7
Sneak: 0
Ability: Passive - Intimidate - Raiders' Sneak -1; Monsters' Attack -1.
Gold Capacity: 1700

Range of the North (m)
Renown Required : 4500
Costs: 210
Attack: 4
Defence: 7
Dodge: 7
Sneak: 5
Ability: Passive - Ferocity - Ranger's attack doubled for every first round of all battles.
Gold Capacity: 2300
Berserker (m)
Renown Required : 4750
Costs: 220
Attack: 10
Defence: 0
Dodge: 0
Sneak: 0
Ability: Passive - First Strike - Berserker always strikes first.
Passive - Fragility - Anykind of damage kills the Berserker.
Gold Capacity: 1000

Black Knight
Renown Required : 5250
Costs: 240
Attack: 8
Defence: 9
Dodge: 4
Sneak: 1
Ability: Passive - Armoured - Ignores first successful damage dealth to him.
Gold Capacity: 2200

Dark Elf Assasin (m)
Renown Required : 5500
Costs: 250
Attack: 8
Defence: 5
Dodge: 5
Sneak: 9
Ability: none
Gold Capacity: 2700

Sorceress (m)
Charge Orb
Renown Required : 5900
Costs: 270
Attack: 7
Defence: 6
Dodge: 2
Sneak: 2
Ability: Active - Dark Arts - Balances-out a raider's Attack and Defence for the bext room. [Single Use]
Gold Capacity: 1700

Daemonette
Charge Orb
Renown Required : 6300
Costs: 280
Attack: 6
Defence: 6
Dodge: 9
Sneak: 9
Ability: Passive - Fire Immunity - Daemonette is imune to anykind of fire damage, therefore the dragon cannot kill her, when it wakes up.
Gold Capacity: 3000

Chaos Champion (m)
Charge Orb
Renown Required : 7000
Costs: 500
Attack: 10
Defence: 10
Dodge: 10
Sneak: 10
Ability: Passive - Fickle - Leaves you, if you loose a raid. That includes waking up the dragon.
Active - Master of Chaos - Can sacrifice any other raider, to successfully pass room. [Multiple Use]
Gold Capacity: 3000


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Edited on Nov 3 2009, 8:26 PM by Ervin
DEFENDERS LIST

Type:
Renown Required :
Costs:
Attack:
Defence:
Snare:
Detect:
Damage Version:
Ability:

Tripwire Bell
Type: Guardian Trap
Renown Required : 250
Costs: 10
Attack: 0
Defence: 0
Snare: 0
Detect: 2
Damage Version: none
Ability: Guardian ability, if trap is triggered, every monster in the dungeon will get Detect +1.

Gaint Rat
Type: Monster
Renown Required : 250
Costs: 10
Attack: 1
Defence: 1
Snare: 1
Detect: 1
Damage Version: Incapacitation
Ability: none

Snakes
Type: Trap
Renown Required : 250
Costs: 10
Attack: 0
Defence: 0
Snare: 1
Detect: 1
Damage Version: Incapacitation
Ability: none

Pit
Type: Trap
Renown Required : 250
Costs: 20
Attack: 0
Defence: 0
Snare: 1
Detect: 4
Damage Version: Incapacitation
Ability: none

Rot Worms
Type: Monster
Renown Required : 250
Costs: 20
Attack: 1
Defence: 1
Snare: 0
Detect: 2
Damage Version: Poison, Attack -1
Ability: none

Nails (m)
Type: Trap
Renown Required : 350
Costs: 30
Attack: 0
Defence: 0
Snare: 2
Detect: 2
Damage Version: Poison, Defence -1, Lethal if Defence is reduced to 0.
Ability: none

Troglodytes (m)
Type: Monster
Renown Required : 450
Costs: 30
Attack: 2
Defence: 2
Snare: 1
Detect: 1
Damage Version: Incapacitation
Ability: none

Imp
Type: Monster
Renown Required : 550
Costs: 35
Attack: 2
Defence: 1
Snare: 1
Detect: 3
Damage Version: Incapacitation
Ability: none

Giant Snake
Type: Monster
Renown Required : 650
Costs: 40
Attack: 2
Defence: 3
Snare: 1
Detect: 1
Damage Version: Incapacitation
Ability: none

Hidden Pit
Type: Trap
Renown Required : 750
Costs: 50
Attack: 0
Defence: 0
Snare: 3
Detect: 6
Damage Version: Incapacitation
Ability: none

Vampire Bats (m)
Type: Monster
Renown Required : 850
Costs: 50
Attack: 2
Defence: 3
Snare: 1
Detect: 3
Damage Version: Poison, Attack -1 & Defence -1, Lethal if Defence is reduced to 0.
Ability: none

Gaint Spider
Type: Trap
Renown Required : 950
Costs: 60
Attack: 2
Defence: 3
Snare: 4
Detect: 1
Damage Version: Incapacitation
Ability: none

Teleport (m)
Type: Trap
Renown Required : 1100
Costs: 60
Attack: 0
Defence: 0
Snare: 4
Detect: 3
Damage Version: Incapacitation
Ability: If this trap is triggered, it will automaticly disarm, and only incapacitates a raider once.

Skeleton Sentinels
Type: Monster
Renown Required : 1250
Costs: 70
Attack: 2
Defence: 4
Snare: 0
Detect: 3
Damage Version: Incapacitation
Ability: If raider passes this sentinel, and leaves the room, it will revive.

Hidden Nails
Type: Trap
Renown Required : 1300
Costs: 80
Attack: 0
Defence: 0
Snare: 3
Detect: 4
Damage Version: Poison, Defence -1, Lethal if Defence is reduced to 0.
Ability: none

Spectre
Type: Monster
Renown Required : 1400
Costs: 85
Attack: 2
Defence: 2
Snare: 2
Detect: 5
Damage Version: Poison, Attack -2.
Ability: none

Crusher (m)
Type: Trap
Renown Required : 2000
Costs: 110
Attack: 0
Defence: 0
Snare: 7
Detect: 3
Damage Version: Lethal
Ability: none

Banshee (m)
Type: Monster
Renown Required : 2150
Costs: 110
Attack: 5
Defence: 4
Snare: 6
Detect: 2
Damage Version: Poison, Attack -1.
Ability: If the banshee manages to detect the raider, she will act similary to guardian traps, but will increase the Detect +2 of only monsters in adjancent rooms.

Hall of Glass (m)
Type: Guardian Trap
Renown Required : 2425
Costs: 110
Attack: 0
Defence: 0
Snare: 6
Detect: 0
Damage Version: none
Ability: Guardian ability, if trap is triggered, every monster in the dungeon will get Detect +2.

Pit Demon (m)
Type: Monster
Renown Required : 2450
Costs: 120
Attack: 6
Defence: 6
Snare: 0
Detect: 2
Damage Version: Lethal
Ability: none

Corrosive Slime (m)
Type: Monster(?)
Renown Required : 2750
Costs: 140
Attack: 6
Defence: 8
Snare: 0
Detect: 5
Damage Version: Incapacitation
Ability: There is a chance that the raider sneaks past the room, without needing to fight the slime.

Stone Golem
Type: Monster
Renown Required : 3000
Costs: 140
Attack: 4
Defence: 8
Snare: 0
Detect: 7
Damage Version: Incapacitation
Ability: The raider must defeat this monster twice, due to it's hard rock shell.

Hidden Darts
Type: Trap
Renown Required : 3200
Costs: 150
Attack: 6
Defence: 0
Snare: 4
Detect: 6
Damage Version: Lethal
Ability: Only lethal, if raider fails a defence roll, unless if raider manages to sneak past trap.

Razor Construct (m)
Type: Monster
Renown Required : 3500
Costs: 180
Attack: 7
Defence: 7
Snare: 1
Detect: 1
Damage Version: Poison, Defence -2, Lethal if Defence reduced to 0.
Ability: none

Whirling Blades (m)
Type: Trap
Renown Required : 3900
Costs: 185
Attack: 0
Defence: 0
Snare: 7
Detect: 7
Damage Version: Poison, Defence -3, Lethal if Defence reduced to 0.
Ability: none

Vampire Lord (m)
Type: Monster
Renown Required : 4200
Costs: 190
Attack: 5
Defence: 4
Snare: 4
Detect: 7
Damage Version: Lethal
Ability: Whenever this monster kills a raider, it's Attack and Defence is increased +1.

Bottomless Pit
Charge Orb
Type: Trap
Renown Required : 5500
Costs: 220
Attack: 0
Defence: 0
Snare: 4
Detect: 8
Damage Version: Lethal, even if abilties would prevent death
Ability: none

Hell Beast
Charge Orb
Type: Monster
Renown Required : 6200
Costs: 220
Attack: 9
Defence: 5
Snare: 5
Detect: 8
Damage Version: Lethal
Ability: none

Poisonus Gas (m)
Charge Orb
Type: Trap
Renown Required : 6500
Costs: 230
Attack: 0
Defence: 0
Snare: 8
Detect: 6
Damage Version: Lethal
Ability: none

Demon Lord (m)
Charge Orb
Type: Monster
Renown Required : 7000
Costs: 300
Attack: 10
Defence: 6
Snare: 5
Detect: 10
Damage Version: Lethal
Ability: The hole party will flee in terror, if:
-The Demon Lord's Attack is twice as big as the raider's Defence.
-The raider tries to flee the room, exception is Goblin Scout's special ability.


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Edited on Nov 3 2009, 7:54 PM by Ervin
SUGGESTIONS

-Always keep your balance between the dungeon and stable.

-Your raiding party must always have a good scout, spy, warrior and enchanter.

-Scouts are raiders who have got good defence, good sneak and good dodge; that makes them easy to flee.

-Send scouts in the new rooms, when they die, continue raiding with the strogest, most balanced unit.

-Spies are raiders who have got good sneak and dodge; and can disarm many traps.

-Send spies after your scout revealed the room, and a trap is in it. Exception <abbr title="If the spy has got good sneak, you may use him"> is sometimes</abbr> the Hidden Darts trap, which required a good level of Defence, instead of Dodge.

-Warriors are strong raiders able to slay any monsters their level; they have got high Attack and Defence.

-If a revealed failed/fleed room contains a monster, use the warrior of your party. If the monster is the Stone Golem, you either need to have a Black Knight as warrior, or you need to have a useful enchanter with you.

-Enchanters are raiders who either: can increase one raider's stat temporarily; heal a killed raider; can pass/survive a room with no or some special sacrifical. In the situation above, it's useful to have a Witch, who can double your warrior's defence for the battle against the Stone Golem.

-You don't need to carry enchanters. You may have 2 or even 3 of the same type of raider. Allthough they can come useful manytimes. Usually the Dwarf Renegade and the Priest.

-If you got a powerful balanced raider (the Chaos Champion would be the best; Daemonette would be second) or a good warrior and good spy, you can fill your empty party spaces with Thievs, who will assist you when stealing treasure from the dragon.

-When designing your dungeon, only rarely put 2 same kind of traps/defenders adjancent to each other. Make your dungeon hard to guess!

-Skeleton sentinels have got the special ability to revive after the raiding party leaves the room. Put these defenders in the rooms before dead ends, which restricts the invader to beat your monster twice. This is more effective versus new, low-renown players.

-Also, guardian traps; which are Tripwire bells, and Halls of Glass; can be put in dead ends, if you put a skeleton before the room (see above), then the second time they must face the undead sentinel, there's a chance that it'll be harder - if they activate the guardian.


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Flame's Pet.


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You don't have to span it across multiple posts, out limit isn't as fierce as the RSB. :O


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Edited on Oct 18 2009, 4:45 AM by Flame
Andy @ Oct 10 2009, 2:53 PM

You don't have to span it across multiple posts, out limit isn't as fierce as the RSB. :O


Yes, but it does keep it neater ;) .

Fantastic guide Irwin :D


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Davalicious


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Posts: 1532
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Guide Creation Guide Creation Guide Creation Guide Creation
Pretty epic guide. You should submit it to OG once it's open. :O


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Member


Group: Member
Posts: 17
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Using this guide right now,very usefull