Dungeonmans

Dungeonmans

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Dungeomans Academy Student Handbook
By Doom_Cookies
Congratulations, student! You have been accepted into the prestigious Dungeonmans Academy! Here is your complimentary Student Handbook. Within is described important information regarding various things, including Weapon Types, Masteries, and Stats. Please be sure to entirely ignore it, like the rest of our student body.
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Foreword
I congratulate you once again, student, for having been accepted into the prestigious Dungeonmans Academy! This Student Handbook will be your guide to the academy courses and other choices your juvenile mind is far from ready to handle, like whether you should increase your Foom stat above all else as pure Fightermans, whether you hold the sword by the pointy end or the boring end, or whether "consuming" this book should mean shoving its pages down your noisemaker while making unforgivable chewing sounds.

Let's get that last one out of the way right now, in fact. Please do not eat the Dungeonmans Academy Student Handbook. You will not be afforded a new one.

In all, the Dungeonmans Academy Student Handbook will contain a section with important information regarding the Mastery Abilities related to the courses offered by the Academy, a small section devoted to explaining the difference between Weapon Types - and yes, that matters - and whatever else the Headmaster insisted I write about, the doddering old fool.
Stats... What do they do, really?
Every fledgling Dungeonmans knows that it takes great Stremf and Skills, a solid grasp on Science, and a healthy dose of Foom to survive in the mysterious dungeons of this world. But what do they do, really?

Stremf
Always...
  • Increases Max Health a lot
  • Increases Max Stamina a little
  • Increases Melee Hit
  • Increases Melee Damage and Offhand Damage

With a Hammer equipped...
  • Increases Melee Hit more

With a Bow equipped...
  • Increases Ranged Damage a little


Skills
Always...
  • Increases Melee Hit
  • Increases Dodge
  • Increases Parry
  • Increases Critical Hit
  • Increases Critical Damage a little

With a Bow equipped...
  • Increases Ranged Hit
  • Increases Ranged Damage a lot

With a Sword equipped...
  • Increases Melee Hit more


Foom
Always...
  • Increases Max Stamina a lot
  • Increases Spellpower
  • Increases Critical Damage a lot

With a Bow equipped...
  • Increases Ranged Hit
  • Increases Ranged Damage a little

With a Staff equipped...
  • Increases Ranged Hit
  • Increases Melee Damage


Science
Always...
  • Increases Elemental Resistances
  • Increases Duration of most consumable items a lot
  • Increases Duration of very specific abilities a lot
  • Increases Damage of very specific abilities a lot
The Damage Formula


This section is simple. Damage is simple. You hit a monster, damage is done, and the monster is crushed. But what does that Melee, Offhand, and Ranged number under the Damage section of your Inventory Status screen mean, precisely, and why doesn't it match how hard you just hit that barrel? Why, for that matter, are you crushing barrels instead of monsters?

I don't know the answer to that second question - nobody does, you weirdo - but allow me to enlighten you on the first. All those numbers aside from Spellpower represent the average damage per normal hit you'd deal with that weapon.

See? So simple even our students can grasp it.

In case you're curious, the formula for Melee and Offhand values is:

Damage = (Min Random Damage + Max Random Damage) / 2 + Constant Damage + Stat Bonus

And the Ranged formula is the same, but with a Skills, Foom, and Stremf bonus rather than just Stremf and possibly Foom:

Damage = (Min Random Damage + Max Random Damage) / 2 + Constant Damage + Stat Bonus

The Stat Bonus formulae are a mystery that stumps even our greatest Scholarmens to this day...
Weapon Types
Did you know, fair student, that there is a difference between the various Weapon Types throughout the game? No, no, I don't mean how some weapons stab, some slash, and some smash. I mean that each Weapon Type gives bonuses or has uses that are entirely unique to that type!

To understand these complex and intricate effects, however, you must first understand the following. On your Inventory Status screen, under the Hit section, the Melee and Ranged values represent how accurate you are with Melee and Ranged attacks. The higher the number, the more arbitrarily accurate you are.

Back to the weapon types!
Weapon Types: Axe, Hammer, and Sword
Axe, Hammer, and Sword are your typical Melee weapons.

When an Axe, Hammer, or Sword is equipped, Melee Damage (or Offhand Damage if it's equipped in the Offhand) is increased by Stremf.

Below is a breakdown of these three primary melee weapon types and their unique effects:

Weapon Type
Effect
Axe
+5% Critical Hit per Axe equipped. Works even when equipped as Offhand.
Hammer
Doubles the amount of Melee Hit you get from Stremf when equipped as Main Hand weapon.
Sword
Doubles the amount of Melee Hit you get from Skills when equipped as Main Hand weapon.


Note that Dual Wielding any combination of 1H Hammer and 1H Sword will not result in having both effects active, as their effects require they be in the Main Hand slot. Dual Wielding Axe, though? That works fine.

So, the takeaway?

  • 1H Axe and 2H Axe are best if you feel comfortable with your Melee Hit, are stacking Critical Hit, or are stacking Stremf and Skills in equal measure. It is the strongest weapon type against enemy types with low Dodge, but is the weakest against enemy types with high Dodge. 1H Axe is also the strongest Offhand weapon since its effect is actually active when in the Offhand slot.

  • 1H Hammer and 2H Hammer are best if you're stacking more Stremf than you are Skills and plan to either use your Ranged weapon as your secondary weapon or not use a Ranged weapon at all, during which it is the most accurate weapon type against enemy types with high Dodge.

  • 1H Sword and 2H Sword are best if you're stacking more Skills than you are Stremf and plan to use your Ranged weapon as your primary weapon but still want access to abilities that require melee weapons, during which it is the most accurate weapon type against enemy types with high Dodge.

  • The reality, though, is that these bonuses are so small that you should typically just use the strongest weapon you have regardless of type. These bonuses between the weapon types only matter with all other things being equal.
Weapon Types: Bow
The Bow is a simple, yet masterful weapon. It is a Ranged weapon and comes with either 4 or 6 Range depending on the Bow. There is also a legendary (but only mid tier) Bow with 7 Range.

Bow damage is based off of Ranged Damage in your Inventory Status. When a Bow is equipped, Ranged Damage is increased majorly by Skills and minorly by Stremf and Foom.
Weapon Types: Polearm
The Polearm is a unique 2H weapon type that, while a melee weapon, has a Range of 2, allowing it to hit an enemy not quite in melee range. If you can line up two enemies in a row, one adjacent to you and the other one space away, a Polearm attack will hit both of them.

Polearm damage, even for the Ranged attack, is based purely on Melee Damage. When a Polearm is equipped, as with all Melee weapons, Melee Damage is increased by Stremf.

While wielding a Polearm, you may not equip a Bow.
Weapon Types: Staff
Staff is a magical weapon type that deals elemental damage. Every Staff is innately imbued with the power of an element, which shows up as an effect on the Staff's tooltip with text the color that corresponds to that element. The Staff's element will decide the element of your Bolt of Foom spell, which a Staff will automatically use when you attempt to use a Ranged attack with one equipped (much like you shoot with a Bow), as well as the element and secondary effect of the Foom From The Skies spell.

Rather than coming with the usual damage numbers, a Staff will have a Spellpower value, which will directly contribute to the Spellpower stat on your Inventory Status. Spellpower is used by offensive Foominology spells. That said, your Inventory Status' Melee Damage value will get a tiny bonus depending on the tier of the Staff equipped.

When a Staff is equipped, Spellpower is increased solely by Foom and Melee Damage is increased majorly by Foom and minorly by Stremf.

While wielding a Staff, you may not equip a Bow.
Academy Courses
Here at the Dungeonmans Academy, students can enroll in a variety of courses that aim to teach them how to live long lives as famous and successful Dungeonmans.

This has yet to happen. Most of our graduates suffer from the Scrobold Incident that ravaged our Academy's Alchemy Lab... The same Scrobold Incedent, actually. In fact, even the same Scrobolds. Multiple times over the years. Please stop dying to Scrobolds, graduates. It's embarrassing.

Moving on!

Applying what you learn in the courses we teach here (or just reading a book for once in your life instead of eating it for lunch, you uneducated twit) in real world dungeons will eventually result in mastery of various skills! Refer to your Mastery window to read the actual description of each ability. No, I won't do something so redundant as write all their descriptions from the Mastery window here as well; far too much work!

This section of the Student Handbook will give little details about specific masteries from our courses that do not appear in your Mastery window or its descriptions.

This is a good resource for if you're ever wondering something about a specific ability, such as what its damage scales with or if it's dangerous to use under specific circumstances despite its description. Or, in rare cases, if its description is plain wrong.

A few general things to note:
  • Unlocking an ability that requires a resource you don't have will unlock access to that resource with the exception of Masters Programs abilities, which will not unlock the resource.

  • Unlocking an ability that requires a weapon type you can't equip will allow you to equip that weapon type with the exception of Masters Programs abilities, which will not unlock the weapon type.

  • Unlocking an ability that requires an armor type you can't equip will allow you to equip that armor type.

  • There is a differentiation between Foom and Spellpower scaling. Some abilities scale with Foom but do not scale with Spellpower.

And to help clarify some terms used within this section:
  • If I refer to "Main Hand/Offhand/Ranged Weapon Damage" or "Staff Spellpower", I mean the base average damage of the Weapon or base spellpower on the Staff BEFORE stats are taken into account.

  • If I refer to "Melee/Offhand/Ranged Damage" or "Spellpower", I mean the total Damage or Spellpower as listed in your Inventory Status.

  • If I don't specify what part of an ability something is scaling in parentheses, assume that it scales all forms of damage the ability deals.
Academy Courses: Adventure 101
Shieldcraft
Name
Resource
Scales With
Other Notes
Shield Use (Passive)
N/A
N/A
Shield Mastery (Passive)
N/A
N/A
The tooltip only mentions "shields", but allows you to use Large Shields with Polearms as well.

Abilities Granted By Above Masteries
Name
Resource
Scales With
Other Notes
High Guard
Stamina
Melee Damage (Counterattack)
Grants a seemingly arbitrary set amount of Block depending on what Shield you have equipped and how magical it is (what its + number is, like +1 or +2). Can't find an obvious pattern. With Shield Mastery, the amount tends to be between 25-30 Block, and will cap at 50 Block.


Introduction to Martial Exchanges
Name
Resource
Scales With
Other Notes
Fundamentals of Monster Crushing (Passive)
N/A
N/A
Advanced Crushology (Passive)
N/A
N/A

Abilities Granted By Above Masteries
Name
Resource
Scales With
Other Notes
Press the Attack
Stamina
Melee Damage (Initial Hit)
Deals roughly 125% Melee Damage per hit. The bleed does not scale with anything.


Basic Archery
Name
Resource
Scales With
Other Notes
Junior Archermans Certification (Passive)
N/A
N/A
Professional Marksmans (Passive)
N/A
N/A
The damage increase of Focus is about 20%.


Dungeon Dervish
Name
Resource
Scales With
Other Notes
Razor Fury
Stamina
Melee Damage + Offhand Damage
Increases Melee Damage multiplier by 75% and Parry by 6%. Buff can be kept even if you switch to a 2H weapon or unequip your weapons.
Dashing Charge
Stamina
Melee Damage + Offhand Damage
Decimanser's Dance
Stamina
Melee Damage + Offhand Damage
Despite the lack of mention in the tooltip, applies a Bleed to the surviving target that ticks for roughly the damage of two weapon hits.
Academy Courses: Armor and You
A single mastery point in any of the three Armor lines grants you the ability to equip that armor type.

Light "Armor"
Name
Resource
Scales With
Other Notes
Light Shield
Stamina
Science
Absorbs all damage, not just physical, despite the tooltip. Stops most damage over time effects from applying while active.
Reactive Linens (Passive)
N/A
N/A
Flux Shield
Stamina
Science
Absorbs all damage, not just magical, despite the tooltip. Stops most damage over time effects from applying while active.


Medium Armor
Name
Resource
Scales With
Other Notes
Quick Dash
Stamina
N/A
Bend Like A Reed (Passive)
N/A
N/A
Ready For Anything!
Stamina
N/A
Multiplies dodge by 1.5 when used, granting half of your current value. Reflected attack damage is determined by enemy stats, since it's their attack, so it doesn't scale at all with your gear or stats.


Real Armor
Name
Resource
Scales With
Other Notes
Battle Fervor
Stamina
N/A
Take Them With You (Passive)
N/A
Science
Iron Defiance
Stamina
Science
Academy Courses: Fightermans
Sword and Board
Name
Resource
Scales With
Other Notes
Shield Rush
Stamina
N/A
With Shield Mastery, it deals roughly 180% the damage of a normal weapon hit. It only pins Champions and Ancient Kings rather than stunning them.
One Stood Against Many
Stamina
N/A
The "Combat Bonus" is a +50% Melee Damage multiplier and a 10% damage reduction.
Hammer and Anvil
Stamina
Melee Damage
Hits a random target from your starting position, and all adjacent targets where you land. Each hit deals 120% damage, 150% when Battleforged. When it hits an enemy and you land within two spaces of an enemy, you gain the Battleforged status effect and Hammer and Anvil does not become Strained. Does not hit an enemy if used from a tile without any enemies adjacent to you.


Legendary Armsman
Name
Resource
Scales With
Other Notes
Crowd Control
Stamina
Melee Damage
Can be used with a Staff despite its tooltip.
Storm Driver
Stamina
Melee Damage
Can be used with a Staff despite its tooltip. Stamina cost does not increase with level, resulting in it being extremely inexpensive.
Wheel of Pain
Stamina
Melee Damage
Can be used with a Staff despite its tooltip.
Academy Courses: Wizardmans
Applied Wizardry
Name
Resource
Scales With
Other Notes
Bolt of Foom
N/A
Spellpower
Element and secondary effect differ depending on Staff's element if using Staff, default being Fire.
Staff Mastery (Passive)
N/A
N/A
Battlemage (Passive)
N/A
N/A
You can equip any 1H weapon type, not just Sword. If you equip a 1H alongside your Staff, you can then unequip your 1H to use your Fist (Psychomanser Wizardmans, anyone?). Then, since your Offhand is now empty, you can even equip a Shield with your Staff. This is almost definitely a bug, but...


Foominology
Name
Resource
Scales With
Other Notes
Lava Lance
Mana
Spellpower
Cannot crit. Summons a damaging flame next to you in the direction it was cast. The summoned flame can hurt you if you stand in it.
Searing Ray
Mana
Spellpower
Cannot crit. Will bounce off walls up to once. Can hit targets more than once if you bounce it through them. Can shoot through closed doors.
Foom From The Skies
Mana
Spellpower
Cannot crit. Element and secondary effect differ depending on Staff's element if using Staff, default being Fire. For all targets hit: Fire sets them alight, Ice freezes them in place, Poison creates poison clouds, Purple lowers their elemental resistances, and Starlight lowers their damage. You can hit yourself with this - be cautious!


Cryoscience
Name
Resource
Scales With
Other Notes
Conjure Ice Block
Mana
N/A
Rhombus of Rime
Mana
N/A
Shardstorm
Mana
Spellpower


Tricksonometry
Name
Resource
Scales With
Other Notes
Decoymans
Mana
Health (Decoymans Health)
When killed, all enemies currently distracted by it will forfeit their turn in confusion.
Gift Exchange
Mana
N/A
Big Bamf
Mana
N/A
Unstable lasts for 20 turns, so don't use this as your only movement ability.
Academy Courses: Rangermans
Iron Marksman
Name
Resource
Scales With
Other Notes
Spellbreaker Shot
Stamina
N/A
Despite the total lack of mention in the tooltip, deals damage as well. Actually lasts 20 turns instead of the 10 mentioned in the tooltip.
Power Drive
Stamina
Ranged Damage
Pinomizer
Stamina
Ranged Damage
Cannot crit. Pin actually lasts 8 turns instead of the 5 mentioned in the tooltip.


Skirmish Archer
Name
Resource
Scales With
Other Notes
Stick And Move
Stamina
Ranged Damage
While high in the air, may occasionally allow view beyond nearby walls. Enemies will be able to see you this way as well, and may aggro.
Many Feathers Shooting Stance
Stamina
N/A
Actually lasts 12 turns instead of the 8 mentioned in the tooltip.
Drink The Typhoon
Stamina
Ranged Damage
Academy Courses: Necromanser
Liberally Forbidden Arts
Name
Resource
Scales With
Other Notes
Detonate Deadpulse
N/A
Science
Manabones (Passive)
N/A
N/A
Deathcharged (Passive)
N/A
N/A


Deadcrafting
Name
Resource
Scales With
Other Notes
Raise a Mostly
Deadpulse
Level (Summon Level), Science (Explosion Damage)
Is considered undead and can be hit by friendly fire - beware using Redistribution of Health!
Build Gravemooks
Deadpulse
Level
At higher levels, can summon a Colonel of the Dead, which will cast Haste on all nearby allies, including yourself! Is considered undead and can be hit by friendly fire - beware using Redistribution of Health!
Freeze Hatred
Deadpulse
Level
Is considered undead and can be hit by friendly fire - beware using Redistribution of Health!


Necronomics
Name
Resource
Scales With
Other Notes
Volatile Liquidity
Deadpulse
Science (Damage and Duration), Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Messenger of Oblivion
Deadpulse
Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Dread Purple Damage effect hits twice when dual wielding.
Redistribution of Health
Deadpulse
Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Transfers just shy of 50% of your max Health, ignoring barriers and mitigation, to each undead enemy in range, which can kill you. Contrary to the tooltip, it targets an infinite number of targets within a range of 1 per Deadpulse consumed (max range of 5) rather than one target within 3 range per Deadpulse consumed. The Bleed lasts 6 turns.
Academy Courses: Bannermans
Starlight Soldier
Name
Resource
Scales With
Other Notes
Drill and Ceremony (Passive)
N/A
N/A
Break the Line
Stamina
Melee Damage
Pins or knocks back depending on whether each enemy primarily uses melee or ranged attacks, not depending on if they're in melee range or not.
Bring Down the Sky
Stamina
Melee Damage (Both portions), Foom (Starlight Damage portion)

Abilities Granted By Above Masteries
Name
Resource
Scales With
Other Notes
Lightspear
Stamina
Melee Damage (Both portions), Foom (Starlight Damage portion)


The Herald Militant
Name
Resource
Scales With
Other Notes
Banner of the Herald Militant
Stamina
N/A
Has a duration of 18 turns, but the duration is reset while you're in range.
Song of the Tide Turned
N/A
Melee Damage (Counterattack)
Ballad of the Tower of Iron
N/A
N/A


The Herald Triumphant
Name
Resource
Scales With
Other Notes
Banner of the Herald Triumphant
Stamina
N/A
Has a duration of 18 turns, but the duration is reset while you're in range.
Legend of the Sudden Storm
N/A
N/A
Call to the Septentrion Cross
N/A
Science
The "occasional" chance seems to be 100% of the time. It applies a Starlight DoT to any hit target within range. Despite the tooltip, I have never seen it Pin anything.
Academy Courses: Southern Gentlemans
Decorum
Name
Resource
Scales With
Other Notes
Rapier Wit
Stamina
Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Will not proc if you dodge an attack; Dodge supersedes Parry.
Disarming Smile (Passive)
N/A
N/A
Refreshments Are Served
Ire
Health, Current Ire
Recovers between 10% and 20% of Max Health depending on Ire spent.


Fire and Brimstone
Name
Resource
Scales With
Other Notes
Blazing Vituperation
Ire
Spellpower
Cannot crit.
Icy Vitriol
Ire
N/A
Frozen lasts for 4 turns.
Blasphemous Tirade
Ire
Foom, Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage OR Spellpower
Does absolutely immense damage. Applies a status effect called "On Notice". If used again while still On Notice, there is a chance of summoning two Ancient King Purplonians as enemy bosses. If you keep abusing this to kill the bosses, you'll get a warning from some unseen celestial beings to stop. If you keep going, you...stop getting the On Notice status effect? Does nothing else happen...?


Sound and Fury
Name
Resource
Scales With
Other Notes
Whoopin' Ass
Ire
Melee Damage
Throwin' a Fit
Ire
N/A
Throws a random enemy quite far away.
Tearin' Around
Ire
Melee Damage
Only targets one random enemy, despite the tooltip implying it would attack multiple.
Academy Courses: Psychomanser
The Diamond Self
Name
Resource
Scales With
Other Notes
Seize Opportunity
Stamina
Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Keep The Good, Discard The Bad (Passive)
N/A
N/A
Nothing Is Impossible
Stamina
Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Cannot crit.


Telekinesis
Name
Resource
Scales With
Other Notes
Warbending
Higher Between Melee Damage + Offhand Damage OR Ranged Damage, Consumed Weapon's Tier, Consumed Weapon Type's Scaling Stats (Stremf for melee weapon, Stremf/Skills/Foom for Bow, or Stremf/Foom for Staff)
Psycho Soldier
N/A
Science (Bleed), Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Towering Will of Iron
N/A
Health (Tower Health + Explosion Damage), Science (Bleed), Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Can build number of towers in one turn equal to your max Verve. Does not require nor consume Verve. Exploding the tower causes a friendly fire AoE that can hit yourself as well - be cautious!


Hymns of the Old Century
Name
Resource
Scales With
Other Notes
High Rose The Mountain
Stamina
Higher Between Melee Damage + Offhand Damage OR Ranged Damage
No time limit on holding an enemy. Can attack while holding an enemy. Thrown enemy does not take damage. Doesn't seem to actually do damage to powerful targets despite the tooltip, but Off Balance status effect applied lowers enemy damage.
Deep Rolled The Thunder
Stamina
Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Its use while already in the stance consumes all and requires at least 1 Verve. The only ability that consumes Verve, rather than just requires it. Breaks walls, holy crap! Cannot crit.
Red Ran the Rivers
Stamina
Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Its use while already in the stance requires 3 Verve. Cannot crit.
Academy Courses: Field Work
Cartography
Name
Resource
Scales With
Other Notes
Scouting (Passive)
N/A
N/A
Pathfinder (Passive)
N/A
N/A
Reading the Sky (Passive)
N/A
N/A
Will annoy you with frequent prompts leading you a certain direction in the overworld until you discover the Ancient Starlight Temple that it's trying to lead you to. Just discover it asap to make the prompts stop; it's not dangerous or even a dungeon. You'll see.

Abilities Granted By Above Masteries
Name
Resource
Scales With
Other Notes
The Way Home
N/A
N/A

Advanced Delving
Name
Resource
Scales With
Other Notes
Greater Dungeon Sense
N/A
N/A
When you sense certain secrets, you'll now see exactly where the secret is located rather than be told they are "nearby".
Treasure Hunter
N/A
N/A
Legend Lore
N/A
N/A
Academy Courses: Masters Programs
Masters Programs are the Dungeonmans Academy's most prestigious classes. At least they will be, once you discover what they are.

The first Dungeonmans in the Academy to master the prerequisite courses to unlock the Masters Programs will unlock them for every future Dungeonmans in the Academy as well!

Disintegral Calculus

Courses Required: Foominology, Cryoscience, Tricksonometry

Name
Resource
Scales With
Other Notes
Vector Reflection
Mana
Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Does not increase your Max Mana when learned. Bounces off walls and objects. Does damage until first bounce, summons Ice Blocks until second, heals all targets passed until third, and then dramatically lowers defense of remaining targets passed. The "line" has a limit to its length, so you may often only get one or two bounces. Cannot crit.
Combat Quadrisection
Mana
Science, Higher Between Melee Damage + Offhand Damage OR Ranged Damage
Does not increase your Max Mana when learned. The gist of it is: cast toward an enemy to do damage to them, 90 degrees to the right from your enemy to lower their attack and defense, 90 degrees to the left from your enemy to Freeze them, or 180 degrees away from your enemy to heal them. You'll understand the AoE component of it in a few uses. Cannot crit.


Grimdark Darkmans

Courses Required: Legendary Armsman, Deadcrafting, Necronomics

Name
Resource
Scales With
Other Notes
I Am Death Incinerator!
Deadpulse
Science, Higher Between Melee Damage OR Ranged Damage
Cannot crit.
There Is Only Winter
Deadpulse
Science, Higher Between Melee Damage OR Ranged Damage
Only one secondary spike hits each enemy in range upon kill. This effect does not chain.
Boil Hatred
Deadpulse
Level
Will consume one Deadpulse per nearby enemy in addition to its base cost of 1 Deadpulse. It will not automatically use all Deadpulses if there aren't enough enemies to absorb from. Has permanent Haste on itself. Is considered undead and can be hit by friendly fire - beware using Redistribution of Health!


King of Battle

Courses Required: Starlight Soldier, Shieldcraft, Cartography

Name
Resource
Scales With
Other Notes
Grandmaster Weapon Training (Passive)
N/A
N/A
Also allows use of Polearms with Press The Attack and Dungeon Dervish abilities even though there's no mention of that in the tooltip, but does not allow the latter's Tempo mechanic to apply. Actually grants you the Fundamentals of Monster Crushing, Advanced Crushology, and Junior Archermans Certification masteries if you don't yet have them in order to unlock their weapons. Does not unlock Bolt of Foom or Drill and Ceremony, yet still allows you to wield the Staff and Polearm weapon types.
Fury Felled A Thousand Foes
Stamina
Foom (Single Target), Melee Damage
Cannot crit.
On Highest Wind
Stamina
Level, Foom, Melee Damage
Cannot crit. Not sure about the scaling with Level; that's what the tooltip says.
Mechanics
Many of our wonderful Academy's courses have mechanics unique to the course or a mastery line within the course. The Adventurer 101's Dungeon Dervish line's Tempo, Southern Gentlemans' Refreshing Beverages, and more.

The following section of the Dungeonmans Academy Student Handbook will go into a little more detail about the more obscure of these mechanics, giving a closer look into how each one works.
Mechanics: Tempo
Tempo is a mechanic unique to the Dungeon Dervish line of abilities that requires you to have a 1H weapon in your Main Hand to take effect. However, you may not use Dungeon Dervish abilities to increase your Tempo rank unless you also have a 1H weapon in the Offhand.

When you kill an enemy or use a Dungeon Dervish ability, you gain Tempo for a duration. While active, Tempo increases your Melee Damage multiplier by 4% per rank and Parry by 5% at rank 1 and 3% more Parry for every subsequent rank, and causes you to counterattack when you Parry an attack. Using Dungeon Dervish abilities while under the effect of Tempo nullifies Strain, allowing you to rapidly use these abilities without climbing Stamina costs.

Every Dungeon Dervish ability used while under the effect of Tempo also increases your Tempo rank, which climbs up to rank 5. As Tempo climbs in rank, its effect stacks. Once Tempo is max rank, it will no longer refresh when you use Dungeon Dervish abilities, but its duration will refresh if you kill an enemy.
Mechanics: Refreshing Beverages
No Southern Gentlemans worth their word would leave the site of a recent tussle without a Refreshing Beverage. Upon slaying a foe or damaging a champion, a random Refreshing Beverage may spawn nearby. Upon enjoyment, the Refreshing Beverage will restore a combination of Health, Stamina, and Mana depending on just what type of beverage it is.

The resource recovery scales with max resources. You recover more Health as your max Health goes up, and so on. It also scales with your Southern Gentlemans rank, which increases as you unlock more Southern Gentelans masteries.
Mechanics: Tantrum
Sometimes, a Southern Gentlemans has no choice but to protect their honor...BY VICIOUSLY BEATING THEIR ENEMIES INTO A BLOODY PULP. That is to say, by engaging in a riveting encounter of fisticuffs.

The three abilities within Southern Gentlemans' Sound and Fury mastery row all cause you to enter a state called Tantrum when used. The Tantrum status effect rapidly drains Ire and...that's it. It's there specifically so you can't only use Ire-based abilities for damage, as that would be too resource effective.

Courteously beat the ever-living snot out of them to teach them some civility!
Conclusion
What are you still reading for? Go out and crush some monsters!

6 Comments
WaKKO151 26 Dec, 2022 @ 9:11am 
Ok. Thanks for the quick response.
Doom_Cookies  [author] 25 Dec, 2022 @ 8:15pm 
Heroic Mode has some level of persistence between characters. You can progress in building your Academy and save some items for future characters there.

Ironmans Mode removes the Academy, and thus removes any world persistence - once your character dies, that world disappears forever and nothing whatsoever is carried over.
WaKKO151 24 Dec, 2022 @ 2:17pm 
What is the difference between permadeatha nd heroic??
airboy 5 Dec, 2021 @ 6:45am 
Entertaining & Useful
Morkonan 15 Nov, 2020 @ 1:29pm 
Outstanding info! +100 Academiamans Points!
πョmrυヤ 15 Nov, 2020 @ 3:30am 
gz mate , i dont know a shit about this game but it seems this guide is deep and detailed. gj