Dungeon Drafters

Dungeon Drafters

31 ratings
An FAQ & Boss Guide
By GivingTree
A lot of people seem to have a lot of questions, so I'm going to try to answer them. I also added guides for the Five Guardians, since I got bored. If you have a question this guide doesn't answer, leave it in the comments and I'll try to add it ASAP.
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Beginner Questions!
  • Which character should I choose?
    Whichever you like! More specifically, the one you like the visuals of the most. All cards are collectable with all characters, so the most lasting part of this choice is what you look like.
  • I lost all my money in the tutorial dungeon!
    Not a question, but it happens to everyone. I'm unsure if you can reasonably win the tutorial boss fight, but it seems unlikely. Those (very generous) tutorial dungeon rewards are gone now, but you can get 1000 shards for free by heading to the bank and talking to the teller there (the bank is down the stairs and to the right when you exit the cave shrine.)
  • Which area should I explore first?
    Anywhere except The Tower. All five of the other areas have a low-difficulty first floor you can tackle to get used to the dungeon, collect some loot, and then leave. The Tower isn't like that, it forces you to complete a 5-floor marathon (including a 'boss') before you get the opportunity to leave.
  • I chose the rabbit and now the NPC won't let me go into a dungeon?
    The rabbit character has (as of writing this) an invalid starter deck. This doesn't cause any problems during the tutorial, but needs to be fixed afterwards. All you have to do is open the deck editor (R), fill the empty rune slot at the top with a brown rune, and add in the other card from your encyclopedia that got removed.
Misc
  • Can I rename my decks?
    Nope. Sorry.
  • Should I purify my corrupt packs?
    Personal opinion incoming... No. Don't do that. The game doesn't make it abundantly clear, but purifying your packs removes all your Stranger cards. That might not seem like a big deal in the early game when you may not even have any, but once you have a few that you care for you should stop purifying your packs.
  • Can I change my character's appearance?
    Yes! It's recently been discovered how to do this, although it requires beating a Guardian first in order to unlock the Arena. You need to equip the Quill curio from the arena, get the Quill blessing by interacting with the quill on the table next to the slime-game man, and then talk to the (playable) NPC that you want to become. After that, go to any of the main 4 dungeons and reach the second floor. Interact with the Quill Shrine there and it will say "The Quill recognises your efforts... but also the possibility of another Hero." Quit to the main menu. Load back in. You will now be the NPC you spoke to.
  • What do the Blessings from town do?
    For those not aware, there are various objects around Town that can be interacted with to gain a blessing which is marked in the deckbuilder. The objects correspond to the saints and their shrines, and only one blessing may be possessed at a time. The Quill and the Glass blessing both do something by equipping their Curio, having the Blessing, and activating their Shrine in a dungeon. Those are the only two I've verified myself, but I encourage others to see if/how the others work!
  • How do I get X ending?
    There are three endings, all of them require you to fight the final boss under different conditions. Only the Normal Ending is missable.
    -The Bad Ending. Either fight the final boss without using any Stranger cards OR you can also get this by losing the fight against the secret boss.
    -The Normal Ending. Use a non-zero number of stranger cards while fighting the final boss WITHOUT having acquired the Rune of Harmony. Once you've acquired the aforementioned thing, you cannot get this ending anymore even if you do not equip it.
    -The True Ending. Be equipped with The Rune of Harmony which you would get via completing enough of Master Stranger's quests for the maiden to leave, then speaking to the runesmith to find out where she has gone, and speaking to the scavenger to ask him to bring her back. Then you go fight the final boss. Don't lose!
Puzzle Rooms
Puzzle Rooms are rooms with extra interactive elements that can be utilised in a specific way to unlock a path to special treasure rooms that contain shards, packs, and beneficial shrines.
The Puzzle Elements are:

Training Dummy
A cloth dummy on a pole, with a yellow health bar. You just need to deplete it's health in a single turn. Can be completed outside of combat.

Sacrifice Tiles
A grey/green tile on the floor with a knife image on it, all you have to do is make sure something dies while on top of that space. It can be an enemy, or one of your summons if you have any.

Floor Dominoes
One or more grey/green floor tiles with a number of circular pips on them. They want you to end your turn on them in ascending order, the turns have to be consecutive so I hope you've got movement cards.

Pressure Plates
White tiles with a blue gem in them. Need to all be held down simultaneously.

Three Chest Monte
Three or more chests are in the room, along with enemy statues. The chests glow, two of them red, and swap places repeatedly. You have to pick the chest that wasn't red, allowing you to open them all, or the statues will animate and attack.

Vine Crystals
Exclusive to the west dungeon, these crystals need to be struck/activated on the same turn. Usually two of them, sometimes three. This one can be completed out of combat, the crystals count hitting 0 AP as your turn ending.

Crowd of Illusionists
A noncombat room containing four 'illusionist' enemies and some fog effects. You have to attack the one whose head doesn't blink red.

Crystal Pylon
Exclusive to the north dungeon, you need to protect the glowing blue pillar from the fireworks cannon that is pointed at it. If combat ends and the pillar is still alive, the puzzle is complete.

Key Goblin
Exclusive to the east dungeon, a yellow goblin holding a key. Just kill him to before he escapes and you're golden.

Scared Bird
Exclusive to the south dungeon, this guy draws aggro from every enemy in the room and you've gotta stop them killing him.

Flying Boll
Exclusive to the central dungeon, these viney seed pod things fly away at the end of combat and you've gotta kill them before that happens.

Bowling
Exclusive to the Tower, this room has a number of pins and a single bowling ball that will fly in a direction and do a close explosion when hit. You must hit at least one pin with the ball, and by the end of the turn all the pins must be destroyed.

Chess
Exclusive to the Tower, this room has a allied Pawn and a grey/green square with a queen marking on it. You must help the pawn reach the space.

Judge
Exclusive to the Tower, there will be a little guy sitting on an orb which has a symbol on it. You must complete the room without performing the action described by the sigil, which changes each turn (movement for a boot, direct damage for a sword, healing for crosses, and Using Spell Cards for the card)
Shrines
  • I came across a shrine, should I activate it?
    That depends on the shrine itself. There's a few of 'em, and they all do different things.

Hearth Shrine
Statue of a bird, has a flame icon on the ground. Heals you to full, maybe save it for if you need it.

Tome Shrine
Statue has a book, ground icon is also a book. Puts all of the cards in your grave back into your deck so that you're not in danger of running out.

Sword Shrine
Statue has a sword, ground icon is a swirl, there are frozen enemies nearby. This one is a combat challenge, once you activate it the enemies will come to life and the chests in the room become openable. Fight it if you're up for the challenge. (The frozen enemies are technically props, so if you have a card like Polymorph you can eliminate them before activating the shrine)

Jar Shrine
Statue of a fairy, usually found in safe rooms. This one explains itself when prompted, but essentially you can give up half your shards to ensure that your card packs (and the other half of your shards) that you've already collected aren't lost if you die.

Quill Shrine
Statue has a quill, quill icon on the ground, in the first room of a floor. This is a save statue, I recommend using them in case something buggy happens.

Torch Shrine
Statue holds up a torch, torch icon on the ground. For a small payment of shards, this shrine will complete your map for the floor for the rest of the dungeon so you can see more than one room ahead.

Stone Shrine
Statue of the tombstone. Revives all enemies on the floor and refreshes all chests and shrines (except itself)

End Shrine
Statue of an owl. Teleports you to the end of the dungeon you are in, unlocking a secret room with gems and boosters inside. Unfortunately, you need to beat the dungeon boss to leave.

Rope Shrine
Statue has a rope, rope icon on the ground, found exclusively(?) in treasure rooms that have fishing spots. I don't actually know what this one does. I assume it affects your fishing line in some way.

Mallet Shrine
Statue is holding up a hammer. For a gemstone, it will transform every prop in the room into chests.

Glass Shrine
Statue of a blue orb. Only appears in boss rooms that you've already defeated, offers you the chance to refight the boss or leave the dungeon.
Bosses in general (and Dyna specifically)
  • How do I beat X boss?
    That depends on the boss, but I'll cover the five guardians here. My advice isn't the end-all be-all, especially given how biased I am towards certain strategies, but it may help. Each guardian you defeat will also raise the ambient Miasma levels, making future dungeons and bosses more difficult (in the form of spawning enemies and deactivating shrines, and extra abilities respectively)

In General
All bosses are Sturdy which means that they are immune to instant-kill and severely disabling effects. The standard boss immunities are: Charm, Petrify, Paradox, Stun, Sleep, and Hex. You may expect Crush, another instant-kill, to also do nothing but instead when a boss would be crushed they take 5 damage, which can be significant. They also all have a selection of specific actions they can perform, and an order they like to do this in before they start repeating themselves. Also this isn't a prescribed boss order, I'm just doing them in the order they appear in the mobs tab of the in-game log.

Dyna, The Dragon Sorcerer

Dyna is a boss where the hardest thing is finding the time to hit her between crushing her summons and moving away from AOE's. She has no additional immunities, an unremarkable arena, and four healthbars. She is flying and all of her movement is teleportation, meaning she cannot be boxed in with objects and ignores floor tiles.

Her moveset includes:
  • Her opening move: Summoning a warlock at the left and right ends of the arena, who will provide support with golems and sleep artillery.
  • Summoning a hex-bomb, which will use its turns following you and eventually exploding to inflict damage and Hex.
  • An AOE raining down damage, root, and ice-tiles scattered haphazardly across the arena.
  • Dragon Stomp & Dragon Tomb. A two-part attack composed of a close-AOE (with crush) and a move which marks tiles to have crushing projectiles rain on them next round whilst also filling the top and bottom rows of the arena with ice blocks.
  • Dragon Stomp & Dragon Breath. A two-part attack composed of a close-AOE (with crush) and a breath attack (with root) hitting three rows on either her left or right.
On higher Miasma levels she can possess a counter called Miracle Scale, healing her for 1 every time she takes damage, and summon Chaos Warlocks or Animated Champions instead of regular warlocks (chaos warlocks summon 2 golems, one of each type, and fire Hex artillery). The healing can be countered with Disease, but the summons are something you're going to have to live with.

So what do you do about her? You have to be prepared to do one of two things, focus her down or manage the threats. If you're focusing her down you want high-damage spells you can throw at her that eliminate significant portions of (or entire) healthbars. Dyna does very little to protect herself and usually hangs around the center of the arena, so she's vulnerable almost all the time. Since she moves so little it can be quite easy to inflict crush on her for 5 damage per proc. If you're managing the threats there's a lot of options available to you. Summons can harm her, but are best directed towards handling her summons to keep them busy. The support she summons are usually far away from her so melee effects are difficult to leverage, but you can take advantage of global effects very easily. Maelstrom, Meteoric Jump, Nightmare, Haze, and even Beta Star are capable of dealing with her summons without taking you away from Dyna herself. She also isn't immune to Lure, if you want to disrupt her attempts to keep you away with Dragon Stomp.
Xuiah
Unknown Being Xuiah

Xuiah is a simple boss that it's nontheless very easy to feel overwhelmed by. It loves loves loves summoning copies of itself that are in all ways identical to the original, they can't be dispelled, share its moveset, and their health bars are linked. It has flying (and teleports), immunity to disease, an arena filled with Healing Anenomes and tidepools, and 5 healthbars.

Its moveset includes:
  • Its opener: Perfect Mitosis. This is the move that makes copies of Xuiah, moving itself and the copy to adjacent positions. It's worth noting that if Xuiah has a status effect (poision, burn, etc) only one of the resultant clones will inherit it.
  • Unknown Shot. Four phaser shots in a cross from its position, which will dispel summons and effects.
  • Weird Breath. A cone-shaped effect that deals low damage and inflicts disease.
  • Phase Shifter. Xuiah zips in a line, phasing through obstacles and characters, dealing damage.
  • Space Mastery. Xuiah's global teleport, which it will happily use after every attack.
  • Rain of Stars. A big AOE where it will place floor markers to be struck by damaging stars next round.
  • Tingle. A zero damage melee attack that it will only use on anemones to get healing... and also transforms the anemone into yet another Xuiah clone.
On higher Miasma levels Xuiah may use Perfect Mitosis twice every time it comes up, resulting in four enemies on the first turn, which presents a massive escalation in Xuiah's ability to swamp the arena with damaging lines and cones.

So how to deal with It? Damage. Every Xuiah on the screen pulls from the same healthbar, and each one of them takes damage from AOE or Multitarget spells individually. Fighting fire with fire, aka summoning, isn't going to work too great due to Xuiah's Unknown Shot, and whilst Initiative effects seem good here (lots of enemies) once one of them is damaged all of them are, so its difficult to trigger often. This is also perhaps the easiest boss fight to trigger Polyhit in. Xuiah puts out a lot of projectiles, so either have mobility/defenses or be ready to focus It down. Standout cards include Maelstrom, Meteoric Jump, Boomerang, Stormrunner, and Cyclone. Single-target damage like Brilliant Arrow is no less effective here than anywhere else, Xuiah does nothing to protect itself apart from moving around a lot but there are plenty of Xuiah to shoot at. Lastly, don't bother with anything that relies on predicting where Xuiah is going to be, it will teleport constantly and won't tell you where It's going.
Urmah and Nuesh
Champions Urmah and Nuesh
A Dual-Boss boss fight where one powers up after the other dies, a true classic. For reference, Urmah is the Lion and Nuesh is the bat. Urmah is grounded, Nuesh flies, neither teleports. They have 6 healthbars between them, 3 for each. Urmah is immune to Wound but vulnerable to Stun, whereas Nuesh just has an extra immunity to Root. It's worth noting that the spiritual audience will grant them both regen 1 each round.

Urmah's Moveset includes:
  • His Opener: Challenge. An AOE Lure effect followed up by a move.
  • Shield Bash/Come At Me. A melee-range melee attack. If you're not in range, Urmah will use Come At Me to gain Retailiate instead.
  • Urmah's Stomp. A damaging AOE which also stuns, brings down props from the ceiling (outdoors) and spawns a couple shot-reflectors.
  • Gigacrash. Urmah's only move after enraging. Moves, deals damage everywhere in the arena, and inflicts stun.

Nuesh's Moveset includes:
  • Her Opener: ...Fly. She just moves on her first turn, and between all her other moves.
  • Chakram storm. Phaser shots in the cardinal directions and surrounding Urmah.
  • Bat's Dive. Nuesh zips twice in a cross pattern, dealing damage and inflicting wound.
  • Chakram Flurry & Chakram Rain. Nuesh's only move after enraging. She inflicts wound 2 on you, wherever you are, uses a more-powerful Chakram Storm, and then marks roughly 60% of the arena with chakrams which will fall and deal damage at the end of your turn.

On higher Miasma levels Urmah will combo Challenge with Shield Cover, granting Nuesh invincibility for a round. Also the spirit audience will begin tossing out heals instead of regen, and granting Urmah and Nuesh Retaliate and Stealth respectively. Nuesh's Enrage will also inflict Lure and grant her Retaliate, whilst Urmah's Enrage will now give him Flight and Shield.

So how do you beat them? Try to keep them even with eachother. You'll need mobility (or Lure Immunity) for the fight pre-enrage in order to avoid Urmah disrupting your ability to use spells. Honestly this fight is one where almost every playstyle can achieve victory as long as you're careful not to kill one without weakening the other beforehand. Once you kill the first you'll have two turns (one while the survivor enrages, and another before their first post-enrage attack) to finish off the survivor before they start being a huge pain. If can't avoid killing one of them early, I'd recommend Urmah as his post-enrage move is incredibly deadly. If you're fighting them at higher Miasma levels, it may be worthwhile to bring AOE or Shots so that you can de-stealth Nuesh (who is going to be stealthed pretty much all the time).
Hinokami
Primeval Spirit Hinokami

Perhaps the second-deadliest of the guardians, Hinokami saw the trifecta of mobility, damage, and defense, and decided to have all three with a serving of area denial too. Hinokami is grounded, has four big healthbars, has burn immunity, and sits in an arena with a few magma pools (the arena will soon be more magma than land, believe me)

His moveset includes:
  • Primeval Stomp. Combo'd with a lot of Hinokami's other moves, a close-AOE that does a little damage and pushes you.
  • His Opener: Magma Barrage. Shot fired in a cardinal direction, the one closest to you, starting a square away from Hinokami's position. Turns the ground into magma as it flies. Hinokami will attempt to enter the same row or collumn as you.
  • Comet Charge/Earth's Embrace. Hinokami dashes towards where you started your turn, dealing damage in an AOE as he goes. Can push you back on hit, potentially into magma. Will also use Earth's Embrace to give himself shield(s).
  • Magma Dive. Dives into a pool of magma, if there are any, bursting out of the center of the arena and turns the outermost land edge of the arena into magma. On higher Miasma levels the magma conversion can stack, reducing the area you have to work with significantly.
  • Earthen Gaol. Only uses this on higher Miasma levels. This is the move that turns some of the arena back into land, but it also traps you between two rows of stalagmites and positions Hinokami for a charge.

    As mentioned above, on higher Miasma levels, Hinokami will be able to convert more of the arena into magma, boxing you in and increasing the likelihood that it heals from stepping into a magma tile. Even the move that turns the magma back into land is dangerous.
    Of note is that Hinokami will get redder at the end of its turns, it goes from Blue to Orange to Red, only ratcheting down when taking direct damage. I couldn't quite tell how this affected its moveset, but letting it stay at Red is probably bad.

    So how do you put him down? Damage mitigation/avoidance is essential. You have to be able to either get out of the way, or take the hits without dying. Burn immunity can be useful if you have the rune unlocked, and Flight trivialises the magma flooring. What really matters is sustainability, chances are you're going to need multiple cards every turn in order to avoid taking damage and dish some out which can put a strain on you if you don't have any additional drawpower, phantom cards, or other resources. Non-flying summons are unlikely to last long, but they can distract Hinokami if what you need is someone to take the fire, but probably the best summon for this fight is the Angelic Champion as its Flight, frequent teleportation, and steady ranged damage makes it a valuable ally. It is worth bringing up that Hinokami has four large healthbars, rather than more smaller healthbars like Xuiah or the Champions have, leaving him particularly vulnerable to large bursts of damage from cards like Master Spark, Brilliant Arrow, Black Hole, and Aerial Ace.
Ancient Effigy
Ancient Effigy

It's the tutorial boss, back for round two. He has a relatively short rotation which he ends with a global petrifying effect, meaning you need to be immune or able to put him down before he can do it multiple times. He flies, comes with two hands (also flying), has lure immunity, a counter that deals a little damage in a close AOE, has five healthbars total (3 on the head, 1 on each hand), and his arena contains a smattering of petrified enemies.

His Moveset Includes:
  • His opener: Reanimate. This global effect turns every enemy-statue in the room back into a mob loyal to the boss. This includes any summons of yours that get petrified in the room.
  • Checkered Cataclysm & Hands Up. A highly damaging checkered pattern across the entire room. The the Hands move.
  • Hand Slam & Head Slam & They Fall. A close AOE around each hand, followed by a larger more-damaging AOE around the head (which can be avoided by flying), followed finally by more petrified enemies falling from the ceiling.
  • Ancients' Gaze. Petrifies everything in the room. Doesn't affect you if you're at full health. Be careful or you'll die the moment you get hit with this twice.

At higher Miasma levels, nothing happens as far as I know. The Tower is unaffected by Miasma and the Ancient Effigy is always at the same power level. This is balanced out by the Ancient Effigy being designed as the penultimate boss to begin with.

So how to crush it? Don't bring anything that relies on a drawn-out battle unless you're immune to petrify or willing to play very safe. Summons also won't last long before being turned against you, and remaining in melee is difficult between the counter and Head Slam. However, the Ancient Effigy is perhaps the boss most vulnerable to being focused down with damage. Three large healthbars (you don't need to kill the hands to win) are all that stand between you and victory. That's one turn to get into position and then a single turn's worth of AP hitting the boss with Brilliant Arrows, Master Sparks, Aerlal Aces, or Black Holes Killing Arrows! That's right, the head never moves, leaving it incredibly vulnerable to cards like Killing Arrow and Alpha Star. It's also worth noting that the hands aren't immune to root, so if you have something like Marsh you can prevent them from spreading their AOE everywhere.
36 Comments
Why does the pawn not move in the Puzzle?
dagby 16 Nov, 2024 @ 8:31pm 
Finally got effigy !!!!!!!!!
xarick.prince 2 Dec, 2023 @ 2:59am 
Omg. Is that how it works? I’ve done it multiple times and managed to beat it but just could pinpoint why the petrify didn’t work.
GivingTree  [author] 24 Nov, 2023 @ 9:43pm 
That's a very useful tidbit!
radiantmemories451 24 Nov, 2023 @ 1:59am 
I found out that the Ancient Effigy's petrification attack doesn't work if you're at full health. So you actually can beat the tutorial! There's even an achievement for it! Basically, you need to used ranged cards, and avoid all damage. Every time the hands attack, try to make one of them hit the head (teleportation cards help with this). That will help quicken the fight, and allow less time for errors. Other than that, saving your high damage cards until you can combo them with duplication helps too. Just keep chipping away and you'll get there eventually!
Skagway 1 Oct, 2023 @ 11:54pm 
GivingTree

I played the first time with the mage character, used Stranger cards and all went as you described in your guide. This is my second playthrough, I'm using the shinobi with Stranger cards, defeated all the Guardians and the Ancient Effigy, solved all Stranger quests: still, the Runesmith doesn't mention going in search of the Maiden. I'm starting to think that, as this being my second time, I completely ignored the maiden and never spoke to her, not even once. If this is the case, I'll have to verify with a third playthrough :steamfacepalm:
GivingTree  [author] 28 Sep, 2023 @ 12:03am 
Skagway

For what it's worth, you don't actually looking for the maiden yourself. Her plot continues once a specific trigger is met, I'm just having trouble recalling what it is. It might be related main story progress (ie: defeating guardians and advancing in the tower) or it might be triggered by completing the next quest from Master Stranger.
Skagway 25 Sep, 2023 @ 11:09pm 
Thanks GivingTree, but neither the other character solves the issue.
GivingTree  [author] 25 Sep, 2023 @ 2:53am 
Skagway

I believe there's a different NPC in town whose dialogue continues the chain, if I remember correctly it's the Curio Scavenger
Skagway 25 Sep, 2023 @ 2:14am 
In my second playthrouhgh, I have encountered a problem during the final fase, so I' m going to use spoiler markup.

I'm using Stranger cards, I have no Rune of Harmony, the maiden is gone, but the runesmith doesn't allow me to go searching for the maiden. The dialogue doesn't even begin, I can only buy runes.

How is it even possible?