The Hardest Dungeon

The Hardest Dungeon

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The Hardest Dungeon - Survival Guide
By Pippala Games
This is a basic starting guide for "The Hardest Dungeon". It covers all the basics on how to survive in the dungeon.
   
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GAME STARTUP MENU
Game Startup Menu:

"NEW GAME": Start a new game
"LOAD GAME": Load a saved game


Two game modes:

"SOFTCORE MODE":

"HARDCORE MODE":


"RESET GAME PROGRESS" (RESET FOR A FRESH START):


"HEIRLOOM TAROT" (FIRST MAJOR TAROT CARD PROVIDED TO PLAYER):
CLASS SPECIALIZATIONS

There are total of 18 class specializations that can be chosen before entering the dungeon.
Player can select one out of three of the class specializations for each hero.

Warrior (Jarvis):

(i). Javelineer: Your spear throw attack can pierce through enemies

(ii). Paladin: Enemy that collides with your shield will get stunned (trigger once)

(iii). Vanguard: Every 5 seconds grants you 100% dodge chance to next melee attack

Axe Dancer (Boris):

(i). Berserker: Melee attack speed doubled

(ii). Bloodthirster: Killing monster will replenish one health point

(iii). Calvary: Dashing speed increases by 50%, damaging enemy upon collision

Ranger (Grace):

(i). Sharpshooter: Fires two volleys of three arrows per attack (six in total)

(ii). Hunter: Arrow will leave a trail of smoke on its path, immobilizing enemies

(iii). Scout: Arrow will temporarily reveal nearby area upon collision

Pyromancer (Mercer):

(i). Pyromaniac: Increases fire ball sizes and explosion radius

(ii). Flamedancer: During dash, Mercer leaves a trail of blazing flame on the floor

(iii). Illusionist: Fireball will temporarily reveal nearby area on its trajectory

Rogue (Kate):

(i). Poison Master: Poison potion bottle will leave a trail of poisonous gas on its path

(ii). Ninja: Disorientation potion bottle will leave a trail of anesthetic gas on its path

(iii). Stealth Master: Grants invisibility when torchlight reaches zero

Necromancer (Natalie):

(i). Psychic: Natalie can have one more ghost summoned at a time (maximum of four)

(ii). Voodo Master: Enemies being haunted by your ghost will be disoriented

(iii). Clairvoyant: You ghosts will reveal area around them
USER INTERFACE

To access "Main Menu": Press "ESC" key
To access "Inventory": Press "I" key
To access "Attributes Menu" Press "R" key
To access "Tarot Activation UI": Press "T" key

To pause/un-pause game: Press "P" key
To switch extra GFX on/off: Press "G" key
To switch between heroes using mouse scroll: Press "Shift" key to turn function on/off

Note*: Game will be paused when accessing the menu and/or inventory.

1. Team Status:
(i): Heart: Remaining Health Point
(ii): Shield: Remaining Shield Point
(iii): Number Key Assigned To Hero
(iv): Cooldown Meter (Green: Super Attack Available)

2. Hunger Status: Occasionally applies random debuff to your hero when reaching 100%

3. Attributes:
Hero Proficiency:
-Unique proficiency level of each hero
-Each hero has 4 proficiency skills
-Total of 24 proficiency skills

Rune Points:
Display all attributes that affects the whole team. 6 Runes that governs different team stats that affects the whole team (can allocate rune point to each rune when team leveled up). Affected stats will start blinking when placing cursor over each rune

4. Torch UI: Duration of torch light remaining

5. Tarot Cards Menu: To pick and activate unlocked major arcana tarot card (those with a tick box when being chosen)

6. Tarot Card Activation Menu: Click on the tick box to activate the chosen major arcana tarot card

7. Inventory: Looted artifacts are displayed here, artifacts provide passive bonus to heroes

8. Equipment UI: [Accessories] / [Armor] / [Weapon]

9. "Proficiency Level" and "Current Proficiency Experience Earned"

10. "Team Level" and "Current Team Experience Earned"

11. Hero's skills assigned to each mouse button (cursor over for skill descriptions)

12. Card of the Day: One random major tarot card will be picked when a new day start. Each card will apply a dungeon-wide unique effect that lasts for 1 day. An exclamation mark will appear to notify player to check the new card of the day

13. Event log: Store up to 5 recent events

14. Day count: Day spent in dungeon (not including time spent at dungeon entrance safe zone)

15.
Event Bar: Display the present event, dungeon name and current act

Stamina Bar: Required to perform dash, replenish over time

Soul Energy: Required to activate Tarot; Required to perform some necromancer's skills

Shield Recharge Bar: Shield will be replenished upon recharge bar is filled

Game Resources UI:
-Number of Health Potion Remaining
-Number of Torches Remaining
-Number of Food Remaining
-Number of Gold Coins Remaining

16. Error message
CONTROLS
Controls:
Movement: "WASD" Keys or "Arrow" Keys

Attack 1: "Left" mouse button

Attack 2: "Right" mouse button

Super Attack: "Middle" mouse button

Use Healing Potion: "Q" Key (Consumes 1 Healing Potion); Healing potion is dropped by monster, but can also be bought from trader.

Camping: "F" Key (Consumes 1 Torch and 1 Food); Food is dropped by monster, but can also be bought from trader.
After "Hunger" reaching 100%, your heroes will get random debuffs.

Re-light the Torch: "E" Key (Consumes 1 Torch); Torch could only be bought from trader.

Game Pause / Un-pause: "P" Key

HEROES
There are a total of 6 heroes (currently 4 playable heroes)
You can switch between different hero by press (1,2,3,4,5,6).

1. Warrior
Attack 1: Spear Thrust (Deals moderate damage, fast attack speed)


Attack 2: Spear Throw (Deals low damage, minor delay between each attack)


Super Attack: Holy Shield (Deals high damage, sustain for a short duration)


Special Passive Defense: The shield itself can push back monster (but will be disabled after using the super attack for a short duration, indicated by the blinking shield)


2. Axe Dancer
Attack 1: Axe Spinning (Deals moderate damage, very fast attack speed)


Attack 2: Axe Throw (Deals high damage, long delay between each attack)


Supper Attack: Axe Dance (Shoots out multiple axes which will stay for a short duration, damaging any enemy getting close to it)


Special Passive Advantage: This character can attack both sides at the same time with 2 axes facing two directions

3. Ranger
Attack 1: Triple Shot (Fires 3 arrows at a time, deals moderate damage, moderate attack speed)


Attack 2: Dual Wield (Attack multiple enemies, enemies are knocked back for a short distance)


Super Attack: Storm of Arrows (Fires 3 rounds of arrows in all direction)


Special Passive Advantage: Arrow has a very long attack range compare to other class (Arrow > Spear Throw > Axe Throw etc.)

4. Pyromancer
Attack 1: Firebolt
Fire a firebolt from the Pyromancer's "Orb of Pure Flame" towards the desired direction. Firebolt will explode upon contact with structure or monster, dealing both direct damage to the point of contact, and area damage to enemies within the blast vicinity.



Attack 2: Conjure Orb of Illusion
Conjure an "Orb of Illusion" from the position and direction of Pyromancer's "Orb of Pure Flame", upon casting Firebolt, the "Orb of Illusion" will also fire a Firebolt from its direction. The "Orb of Illusion" will decay over a short period of time. Player can conjure multiple "Orb of Illusion" with higher "Ranged Attack Speed", before the previous Orb decays.





Super Attack: Orb of Destruction
Fire out an "Orb of Destruction" from the Pyromancer's "Orb of Pure Flame" towards the desired direction. The "Orb of Destruction" will continuously fire Firebolts in a circular fasion, bringing death to all those dare to stand near its path. "Orb of Illusion" will also mimic this attack, bringing double destruction!



Special Passive Advantage:
The Pyromancer is also the only hero that has a mini torchlight effect, thanks to his "Orb of Pure Flame"!

5. Rogue
Attack 1: Throw "Disorientation Potion"
-Monster comes in contact with the AoE gas will slow down drastically (near to a halt)
-Traps (Wall mounted / ground) will be disarmed permanently when hit by the gas



Attack 2: Throw "Toxic Potion"
-Monster comes in contact with the AoE poisonous cloud will quickly gain stacks of poison (up to 4 stacks)
-Each stack of poison will increase the poison damage dealt every 0.25 sec
-Stack of poison will decay over time
-Poison damage is affected by "True Damage" stat
-Poison damage deals "True Damage" and is not affected by enemy's armor



Super Attack: "Poison Ivy"
-Multiple poisonous daggers will fly out and circulate around the hero
-Each dagger hit will cause both melee and true damage
-Each dagger hit will apply maximum poison stacks
-Dagger will disappear after a medium period of time / after hitting an enemy



6. Necromancer

Attack 1: Ghost Hunt
-Summon a ghost that can pass through obstacles
-The ghost will automatically chase and attach to the nearest monster
-The ghost will deal damage equals to % of monster's max health
-The ghost has a very small AoE range
-The ghost will return to hero after monster is dead
-The ghost will heal the hero once returned (any current hero)
-Number of ghost is limited to 3
-If the ghost hit another monster on its return trip, it will attach to that monster
and continue to deal damage
-Ghost will disappear after a short period of time if there is no target



Attack 2: Summon Lich
-Summon a lich that cast ice bolt at monster
-Lich lasts for 20 seconds
-Lich does not take damage
-Lich costs 1 soul energy to summon
-Lich does not aggro monster
-Lich scales with hero's ranged attack related stats
-Ice bolt hit will slow down monster



Super Attack: Army of Death
-Summon 6 ghosts within a very short time frame
-These ghosts behave the same as normal summoned ghost
-These ghosts are not limited by the ghost number limit
-This attack costs 3 soul energy to perform


ATTRIBUTES AND STATS
Attributes and Stats:

1. Melee Damage; Melee Attack Speed; Melee Critical Hit Chance; Melee Critical Hit Damage

Governs melee attack:
Warrior: Atk #1
Axe Dancer: Atk #1
Ranger: Atk #2
Rogue: Super Atk

2. Ranged Damage; Ranged Attack Speed; Ranged Critical Hit Chance; Ranged Critical Hit Damage

Governs ranged attack:
Warrior: Atk #2, Super Atk
Axe Dancer: Atk #2, Super Atk
Ranger: Atk #2
Pyromancer: All Atk
Rogue: Atk #1, Atk #2
Necromancer: All Atk

3. Visual Range; Torch Light Duration

Governs Torch Light System: Light radius; Light sustain time

4. Cooldown: Governs cooldown of super attack

5. Movement speed: Governs hero's running speed

6. True Damage: Additional damage added to attack neglecting monster's armor

7. Shield: Additional protection from damage that works like extra health (cannot deflect trap damage)

8. Damage Avoidance: Chance to evade damage, max out at 65%. Also affect shield recharge rate

9. Hunger Mod: Governs how fast your team of hero will get hungry
HERO PROFICIENCY
- Hero will gain individual experience when defeating monster

- Hero experience earned is independent from "Team Experience"

- Hero will gain one proficiency point when level up

- Each Hero has 4 proficiency skills that are unique to that hero

Warrior's Proficiency:

Proficiency Skill 1: "Holy Shield Proficiency"
Holy Shield Skill Duration +0.25 Second Per Level
Level 5: Shield Spiral Outward, Max Range +100%
Level 10: Max Range +50%

Proficiency Skill 2: "Spear Attack Proficiency"
Spear Attack Applies Bleeding: 2 Damage Per Stack Per Level
Level 5: Spear Attack Hit Applies 2 Bleeding Stacks
Level 10: Bleeding Also Applies "Slow"

Proficiency Skill 3: "Endurance Proficiency"
Dash Stamina Cost -1 Per Level
Level 5: Stamina Recovery Rate +25%
Level 10: Stamina Recovery Rate +25%

Proficiency Skill 4: "Health Proficiency"
Additional "Heart" Healing Pick-up Item To Drop: +2% Chance Every Level
Level 5: "Heart" Healing Pick-up Item Replenishes 2 HP
Level 10: Additional "Heart" Healing Pick-up Item To Drop: +10% Chance

Axe Dancer's Proficiency:

Proficiency Skill 1: "Axe Dance Proficiency"
Axe Dance Skill Duration +0.2 Second Per Level
Level 5: Increase 1 Axe Per Level, Starting From Level 5
Level 10: Skill Duration Bonus Doubled to 0.4 Second Per Level

Proficiency Skill 2: "Axe Melee Attack Proficiency"
Axe Melee Skill Duration +0.2 Second Per Level
Level 5: Melee Attack Fires 2 Extra Axes In Random Direction
Level 10: Melee Attack Now Fires 4 Extra Axes In Random Direction

Proficiency Skill 3: "Movement Proficiency"
Movement Speed +2% Per Level
Level 5: Movement Speed +5%
Level 10: Movement Speed +10%

Proficiency Skill 4: "Axe Throw Proficiency"
Axe Throw Skill Delay -0.05 Second Per Level
Level 5: Axe Throw Attack Fires 2 Extra Axes In Random Direction
Level 10: Axe Throw Attack Now Fires 4 Extra Axes In Random Direction

Ranger's Proficiency:

Proficiency Skill 1: "Bow Proficiency"
Arrow Speed +2% Per Level
Level 5: Arrow Hit Applies Slow
Level 10: Arrow Penetrates Monsters

Proficiency Skill 2: "Sword Melee Attack Proficiency"
Sword Knock-back Range +5% Per Level
Level 5: Sword Attack Also Fires Arrow
Level 10: Sword Attack Applies Slow

Proficiency Skill 3: "Movement Proficiency"
Movement Speed +2% Per Level
Level 5: Movement Speed +5%
Level 10: Movement Speed +10%

Proficiency Skill 4: "Storm of Arrows Proficiency"
Delay Between Volley -0.025 Second Per Level
Level 5: Fires 4 Volley
Level 10: Fires 5 Volley

Pyromancer's Proficiency:

Proficiency Skill 1: "Fireball Proficiency"
Fireball Speed +5% Per Level
Level 5: Fireball Hit Applies Burning
Level 10: Burning Damage Doubled

Proficiency Skill 2: "Burning Proficiency"
Burning Duration +0.125 Second Per Level
Level 5: Burning Applies Slow
Level 10: Burning Duration Bonus Doubled

Proficiency Skill 3: "Fireorb Proficiency"
Summoned Fireorb Duration +0.1 Second Per Level
Level 5: Summoned Fireorb Will Explode After Fade Out
Level 10: Fireorb Fires Twice

Proficiency Skill 4: "Firestorm Proficiency"
Firestorm Duration +0.1 Second Per Level
Level 5: Firestorm Duration +0.5 Second
Level 10: Firestorm Duration +1.0 Second

Rogue 's Proficiency:

Proficiency Skill 1: "Poison Potion Proficiency"
Duration +0.2 Second Per Level
Level 5: Area of Effect +25%
Level 10: Applies 2 Poison Stacks Per Tick

Proficiency Skill 2: "Poison Dagger Proficiency"
Increases Number of Dagger, 1 Per Level
Level 5: Dagger Applies Slow
Level 10: Dagger Applies Blind (Does Not Work On Boss)

Proficiency Skill 3: "Disorientation Potion Proficiency"
Duration +0.2 Second Per Level
Level 5: Area of Effect +25%
Level 10: Monster Within Area of Effect -100% Armor / -30% Armor For Boss

Proficiency Skill 4: "Damage Avoidance Proficiency"
Damage Avoidance +1% Per Level
Level 5: Damage Avoidance +5%
Level 10: Damage Avoidance +5% When Hero Stays Within Area of Effect of Disorientation Smoke

Necromancer's proficiency:

Proficiency Skill 1: "Ghost Orb Proficiency"
Ghost Orb Damage +0.1% of Monster's MaxHP Per Level (Less Effective Against Boss)
Level 5: Ghost Orb Grants 2 HP
Level 10: Ghost Orb Damage +1% of Monster's MaxHP (Less Effective Against Boss)

Proficiency Skill 2: "Lich Proficiency"
Lich's Frost Orb Delay -0.05 Second Per Level
Level 5: Lich Lasts 5 Second Longer
Level 10: Lich Lasts Forever But Has A Limit of 4 Summoned

Proficiency Skill 3: "Movement Speed Proficiency"
Movement Speed +0.3% Per Lich Summoned Per Level
Level 5: Movement Speed +3%
Level 10: Movement Speed +3%

Proficiency Skill 4: "Shield Recovery Rate Proficiency"
Shield Replenishes 3% Faster Per Level
Level 5: Shield Replenishes 5% Faster
Level 10: Shield Replenishes 10% Faster
EFFECTS / DEBUFFS
Poison:
-Each stack of poison will increase the poison damage dealt every 0.25 sec
-Stack of poison will decay over time
-Poison damage is affected by "True Damage" stat
-Poison damage deals "True Damage" and is not affected by enemy's armor

Bleeding:
-"Bleeding Stack" applies as debuff on monster and lasts 1 second
-"Bleeding" will induce damage every 0.25 seconds
-There is no limit on the number of "Bleeding Stack"
-"BLEEDING" indication will appear when debuff applied to a monster
-"Bleeding Damage" dealt is visualized in red with smaller font size
-"Bleeding Damage" is "True Damage" and is not affected by monster's armor
-Bleeding is less effective against boss

Burning:
-Burning will deal damage based on set % of monster's Max HP
-Burning effect is much less effective against boss
-Burning will deal damage every 0.25 second
-Burning will last for a set duration
-Burning does not involve stack mechanism

Slow:
-Slow will last for a set duration
-Slow will not stack
-Slow effect is less effective against boss

Shocked (Apply To Hero Only):
-Shock will last for a short duration
-Shock will cause hero unable to move

Immune (Apply To Monster Only):
-Immune will last for a short to moderate duration
-Immune will neglect all debuff and damage (remove all existing negative effects)

Stunned (Apply to Monster Only):
-Monster will be stunned for a short duration
-Each monster can only be stunned once
-Boss cannot be stunned
TRAPS
How to avoid traps:

-Fire trap: Activates as you get too close, best practice is to run past it, before it even activates.
Otherwise, wait until it stop blowing out flame and run for it. Just like crossing a road with traffics.

-Spikes: Similar to the fire trap, however, spikes will trigger itself with or without your presence. So time your movement right before moving past it.

-Rock fall: This is triggered randomly. However, as long as you keep going your current direction, it will not hit you. Do not panic and move back, you will fall right under the rock!

-Underwater mines: This is triggered when being collided by the boat / boss, dealing damage to the boat / boss.
POWER UPS
Power Ups:

Star: Grants your hero "Invincibility" for a short duration (indicated by the jumpy tune)
Skull: Curse your hero for a short duration with random debuffs (Blindness; Slow; Crazy speed; Screen shake; Disable movement)
Heart: Heal your current hero immediately (so make sure you heal the right hero!)
GEMS
Gems:
There are 6 types of gems that you can equip (by right clicking on the gem):
White: Diamond
Orange: Sun stone
Red: Ruby
Blue: Sapphire
Green: Emerald
Purple: Amethyst

When picked up, each type of gem will grant different bonuses to your current hero's equipment.

Note*: Gems will no longer be stored in your inventory

Diamond: +True Damage

Sun Stone: +Hunger modification (slow down hunger rate)

Ruby: +Attack Damage; +Attack Speed; +Attack Critical Hit Chance; +Attack Critical Hit Damage

Sapphire: +Movement Speed; -Cooldown of Super Attack

Emerald: +Damage Avoidance

Amethyst: +Visual Range; +Torch Duration
EQUIPMENT
Equipment System:

-Each hero will have a maximum of 3 equipment (ring, armor and weapon)

-Monster will randomly drop equipment with randomized stats

-Player does not need to pick-up dropped equipment physically

-Dropped equipment (if it is an upgrade) will immediately be equipped by the corresponding hero

-The hero that gets an upgrade equipment will say something to acknowledge the loot is received

-Monsters from higher level dungeon will drop loot with better quality

-Both "Ring" and "Armor" will provide "Armor", a value that improves "Damage Avoidance %"

-"Weapon" will provide "Damage", a newly defined value that works like "True Damage". This damage is added separately to the final damage being dealt to monster
TAROT CARDS
At the beginning of the game, you will receive one tarot card.
To use this card, you will need to collect "Soul Energy" from defeated monsters.
Each monster will grant you 1 soul.
After collecting 10 souls, the blue orb at the mid-bottom of the user interface will start to glow rapidly. You can then activate your tarot card by calling out the tarot panel (clicking the "Up" arrow).

Tick the check box next to the card you want to activate (card not yet unlocked will be grey).

Each card has its own special game changing effect!
You can check the card description by placing your cursor over the card user interface.

"Major Arcana": Requires Manual Activation:
1. Chariot: Increase hero movement speed
2. Death: Revive all your heroes, but with 1 HP left (can be used once per dungeon level)
3. Devil: All monsters now only drop skull as power up and have their HP reduced by 66.6%
4. Emperor: Disable all traps
5. Empress: Grant you infinite healing potions
6. Fool: Monster becomes handicapped while moving, except boss
7. Wheel of Fortune: Grant you a random tarot effect, even ones you have not unlocked
8. Hanged Man: Your current sacrifice him/herself to revive all other team members, with 1 HP left (can be used once per dungeon level)
9. Hermit: Your torch never runs out, view distance also increased
10. Hierophant: Summon two followers to fight for you
11. Judgement: Randomly destroy monsters on the map
12. Justice: All monsters HP reduced by 50%, including boss
13. Lover: Monster will not actively attack you, unless you attack them
14. Magician: All monster will randomly drop a power up on the map immediately
15. Moon: Monster are blinded and will not attack you actively, but still damage you if you gets too close
16. Priestess: Occasionally heal your whole team
17. Star: All monster will drop a star after they die. However, the invincible effect granted by such star will be shortened
18. Strength: Your team no longer need to eat (Hunger stays at 0%)
19. Sun: The map occasionally reveals iteself
20. Temperance: Camping replenishes full HP to all surviving team members
21. World: Randomly teleport your hero to a spot on the map, grants invincibility for a short duration
22. Tower: Randomly strikes a monster with lightning. Will target another monster after the current target is destroyed

"Minor Arcana" (Provides Passive Bonus)

1. There Are 56 Minor Arcana (4 Types: Cups, Pentacles, Swords, Wands)

2. Each Minor Arcana Type Governs:
-Cups: Food
-Pentacles: Coins
-Swords: Weapon Damage
-Wands: Torches

3. Minor Arcana Could Be Dropped By Elite Monsters and Mini Boss

4. Minor Arcana's Effect Provide Passive Bonus. No Manual Activation Required.

5. Minor Arcana Individual Effect:

Ace of Cuprs Passive: +1 Max Food Limit; Always Begins A Level With At Least 5 Food
Page of Cups Passive: Replenish 1 Hunger Every Monster Kill
Knight of Cups Passive: Every 1 Food Picked = 1 Weapon Upgrade Chance
Queen of Cups Passive: Every 1 Food Picked = 1 Accessory Upgrade Chance
King of Cups Passive: Every 1 Food Picked = 1 Armor Upgrade Chance
Two to Ten of Cups Passive: Increase Max Food Limit (2 to 10)

Ace of Pentacles Passive: +1 Max Coin Limit; Always Begins A Level With At Least 5 Coins
Page of Pentacles Passive: +1 Coin Every Monster Kill
Knight of Pentacles Passive: Every 3 Coins You Picked = 1 Weapon Upgrade Chance
Queen of Pentacles Passive: Every 3 Coins You Picked = 1 Accessory Upgrade Chance
King of Pentacles Passive: Every 3 Coins You Picked = 1 Armor Upgrade Chance
Two to Ten of Pentacles Passive: Increase Max Coin Limit (2 to 10)

Ace of Swords Passive: +1 Weapon Damage; Weapon Upgrade Limit +10
Page of Swords Passive: +1 Weapon Damage Every Monster Skill (Buff Wears Off When Stage Changes)
Knight of Swords Passive: Every 10 Monster Kills = 1 Weapon Upgrade Chance
Queen of Swords Passive: Every 10 Monster Kills = 1 Accessory Upgrade Chance
King of Swords Passive: Every 10 Monster Kills = 1 Armor Upgrade Chance
Two to Ten of Swords Passive: Increase Weapon Damage (2 to 10)

Ace of Wands Passive: +1 Max Wand Limit; Torch Brightness Stays At Max For First 10 Seconds After Entering A Dungeon
Page of Wands Passive: Replenish 1 Second of Torch Duration Every Monster Kill
Knight of Wands Passive: Every Wand Lit = 1 Weapon Upgrade Chance
Queen of Wands Passive: Every Wand Lit = 1 Accessory Upgrade Chance
King of Wands Passive: Every Wand Lit = 1 Armor Upgrade Chance
Two to Ten of Wands Passive: Increase Max Torch Limit (2 to 10)

TELEPORTATION AND CHECKPOINT
Teleportation System:

"Teleportation Device" located at entrance hall (safe zone):
-Can be used to teleport back to the latest dungeon level
-Unlimited charge



"Teleportation Device" located at starting area of each dungeon:
-Can be used to teleport back to the entrance hall (safe zone)
-Two charges only



"Checkpoint" located at starting area of each dungeon (only available in softcore mode)
-Will automatically save the game when player proceed to a new dungeon level
-Heroes will revive at last checkpoint after team wipe (only heroes alive at the beginning of that level will be revived)
-All game process, level and items will be restored to the point when checkpoint was reached
IMPORTANT TIPS
Tips:

1. Always keep your torch lit, otherwise you will constantly be subject to surprise attack by monsters sneaking around you.
2. Remember to feed your team of heroes.
3. After leveling up, place points into "Armor", this can increase your chance to dodge attacks (not traps!) and also grants your heroes extra shield (for every 10 points allocated). Shield works like extra health, but does not stop damage from traps!
4. Remember to stay mobile, don't stand at the same spot to fight monsters! Keep moving!

That's all for now. Hope you now understand how to survive in the hardest dungeon!
ARTIFACTS
Artifacts could be obtained as quest rewards from the chest at the entrance hall. They can also be dropped by defeating elite monsters and bosses.

Artifacts will provide passive bonus to heroes and the same artifact can be stacked to provide extra bonus. There are 42 artifacts.

1. Amulet of Death: Each dead hero grants damage dealt per sec to nearby enemies.

2. Amulet of Endurance: When stamina falls below certain amount, there is a chance to instantly recover stamina to 100%.

3. Amulet of Restoration: Chance to heal 1 HP when hero HP dropped to 1.

4. Black Gloves of Aifam: Ocassionally blinds nearby monsters.

5. Book of Fortune: Gains one gold coin every so often.

6. Book of Lazunda: Summoned lich now deals more damage.

7. Book of Oscillion: Summons invulnerable eye(s) that will scout for the player.

8. Book of Palazzo: Whenever a gem is picked, there is a chance to provide double bonus to equipment.

9. Boots of Discretion: Monster aggro range reduced.

10. Cloak of Flames: Monster nearby takes damage per second.

11. Cloth of Invisibility: Grants hero invisibility for a short duration after dash.

12. Eye of Oscillion: Area will stay visible for a short time after hero moved away.

13. Golden Book of Crescallion: Summon a golden orb whenever hero picks up a coin. The orb will explode and deals damage upon contact with an enemy.

14. Golden Cup of Crescallion: Summon a golden orb whenever hero picks up a food. The orb will explode and deals damage upon contact with an enemy.

15. Golden Gloves of Crescallion: Summon a golden orb whenever hero picks up a star. The orb will explode and deals damage upon contact with an enemy.

16. Golden Hammer of Crescallion: Stuns enemies around the player when a coin is picked up.

17. Golden Helm of Crescallion: Gold coin dropped will reveal small parts of an area.

18. Golden Plate of Crescallion: Each gold collected will reduce hunger.

19. Golden Shield of Crescallion: Grants a chance to instantly replenish 1 shield when shield is down.

20. Golden Shoes of Crescallion: Hero can continue to dash even without stamina. Dash will cost gold coins when stamina is depleted.

21. Golden Wand of Crescallion: Grants a chance to summon wandering vendor to your hero's current position when you kill a monster.

22. Hammer of Estona: Stuns monster around your hero for very short duration per attack.

23. Hammer of Transcendence: Monster killed provide extra experience.

24. Helm of Clarity: Grants a chance to ignore skull effect when picking up a skull.

25. Helm of Ghlazak: Chance to grant 1 extra soul per monster kill.

26. Helm of Gore: Chance to execute and kill a non-boss monster instantly (initial hit)

27. Helm of Terror: Chance to cause enemies around you to run away in fear for a short time when a monster is killed.

28. Plate of Khaloma: Reflects damage when hit by a monster.

29. Shield of Balance: Shield recharge will gain a head-start.

30. Shield of Eqaulity: Every monster kill grants shield recharge.

31. Shield of Fortune: Your hero gains a gold coin every so often.

32. Shield of Vanguard: Grants extra shield recharge progress per second.

33. Shield of Virtues: Grants shield recharge progress per gem picked.

34. Shoes of Purity: Picking up a skull will grant invulnerability to hero for a short time.

35. The Holy Book: Causes monsters to run away in fear when hero is being hurt.

36. Torch of Eternity: Grants a chance to replenish a torch whenever you relit a torch.

37. Wand of Aviant: Grants invincibility for a short duration after dashing.

38. Wand of Death: Inflicts massive dmg to nearby monsters when a hero dies.

39. Wand of Lazunda: Summoned lich will now also deal damage per second to enemies close to them.

40. Wand of Life: Replenish 1 HP to current hero every so often.

41. Wand of Oscillion: Enemies on death will reveal an area for a while.

42. White gloves of Citilop: Inflicts extra damage on first hit to non-boss monster.
2 Comments
Pippala Games  [author] 1 Jul, 2018 @ 8:23pm 
You're welcome! I'm glad that this guide helps!
(¡Eres bienvenido! Me alegro de que esta guía ayude!)
gonzalocasado 1 Jul, 2018 @ 2:32pm 
gracias por este trabajo, me has ayudado ha entender y jugar mejor.