The Dungeon Beneath

The Dungeon Beneath

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A Causal Guide or: How I Learned to Stop Worrying and Love the Dungeon
By gohon316_1999
This is going to take you though the step to win in the dungeon.
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Keywords
(I do plan to update this once I play with the new stuff, most of the guide should be unchanged with the new version.)

These are the keywords you will find throughout the game and guide.

Round End: This triggers at the end of the round (EoR). EOR skills should fire based upon attack order. For a character, I believe artifacts will trigger, then equipment, then "natural" abilities.

Counter: This triggers when you lose life from an attack.

Follow Up: This triggers after a unit attacks.

Hope: This triggers when you heal. Healing for zero doesn't trigger it- the unit must have gained health for it to work.

Death: This triggers when the unit dies.

Poisonous: When a unit with poisonous attacks, it applies poison to the target. When a poisoned unit attacks, they will lose one life after the attack.

Doom: This triggers when an enemy unit dies.

Scheme: This triggers when a unit doesn't attack. A frequent example of this is when you move a character so they can't attack.

Power: This is just like additional attack but will trigger champions abilities which need the keyword power. Power is lost at the end of the attack.

Inexhaustible: You are able to move around without losing your attack turn.

Front Only: Can only attack in the front line. If they are not in the front line end of round and other effects will trigger: they just can't attack.

Back Only: Can only attack in the back line.

Both: Can attack anywhere.

Attack - : This champion can not gain attack or power.
Heroes
How to read hero cards:

  • The top will tell you the name of the hero.
  • The left three slots are for the artifacts. Each hero will get 1 random artifact and some will have 1 that is special to that hero
  • The right three slot gives you the base stats of your hero. First is their attack, Second is their health, and Third is who the final boss will be.
  • The bottom is their ability.
  • The eye will determine your end boss, Yellow is Abaddon and Blue is Illifar.






Heroes:





Dominique Boutroux is pretty average in the attack and life department but where he shines is his ability and being inexhaustible. This allows him to move around and apply healing to the tanks. The other thing he also makes Hope builds more consistent. Early units you are looking for are Hope ability units or Berserker or Sword Dancer champions.







Elder Gryx has pretty average stats but the key here is she is a lizardfolk. She counts for the Scheme keyword so you are looking to build around that, but also consider summoned units to get extra effect from her ability.










Eloa works best with things that want power upgrades, like the Tinkerer unit. However, it works pretty well with anything except units that have a - in their attack slot: they do not get power











Mariana and Jack are two characters. Mariana is the hero and has 2 attack power, which is really nice. Jack is her summon (her ability) and he is a 1att/1hp unit. While she has one of the weaker abilities she works pretty well in all teams. Works great with Fey Adapt.










Taz'gyn is a lot like Mariana and Jack except with a different summon. Taz's summon is a Lesser Void Wasp, which attacks itself and causes 1 damage to each member of the enemy's team. One problem with this is it happens at the start of the 2nd turn, so it doesn't kill skeleton bones before they turn into skeletons.









Thoric has the highest attack and life. I find this character one of the two that you play very differently than the rest. Normally I like to play a 3 frontline and 1 backline setup. This is because a lot of heroes can't take much damage, so you need to protect all the lanes in front of the hero.
However, Thoric can protect himself very well, So he allows for some double backline builds that are a nice change of pace.






Xandos is the other hero that is played differently and the reasoning is the artifact Xan starts with. What this does is allow you to play an extra champion, which is really fun. The huge downside to Xan is he is pretty much a non-unit: he has zero attack and only 3 life. So you're basically giving up your champ for another unit, which leads to some fun builds. You will struggle early game because you lack the gold to afford the extra units and the starting followers will be really weak at harder difficulties with only 2 life. The other downside is he doesn't work well with summon builds, because he lacks space. However, he does well with doom and hope builds. I tend to only play him with the counterfeit coins artifact which makes characters cost 2 less at campfires.
Champions (All areas) Level 1/2/3
Basics:

  • The far left box will show the champion image. Underneath that is how many hp the champion has.
  • The far right is how many pieces of equipment he can have. This increases by one every level.
  • Attack is how much damage your unit does, Front only, Back only, or nothing means it can deal damage in the front, the back, or both respectively.
  • Speed determines the order of attack.
  • The bottom tells you the ability.
  • Below that is champion name, level, race, and class.







Champions: ALL AREAS Level 1/2/3

Aguatilis
Hp: 4/5/6
Att: 1/2/3 Both
Speed: 6
Ability: When ally dies, gain +2 Power
Info: Lizardfolk Archer. Basic backline that works well with summons

Armored Knight

Hp: 8/10/14
Att: 0/1/1 Front Only
Speed: 4
Ability: Has bonus Attack equal to their Armor
Info: Human Fighter. Can be a carry in the armor team, but needs armorsmith to be good.


Armorsmith

Hp: 4/6/8
Att: 1/1/1 Both
Speed: 4
Ability: Round End give another ally in this lane +2/3/4 armor.
Info: Human Fighter. One of the best units for armor team. If hero is behind him he can give the hero the buff.

Berserker
Hp: 5/7/9
Att: 1/1/1 Front Only
Speed: 3
Ability: Counter gain +1/2/3 Power.
Info: Dwarf Fighter. Great with healing, decent frontline damage, but weak with armor.

Channeler
Hp: 5/7/9
Att: 1/1/1 Front Only
Speed: 3
Ability: Follow Up Trigger all allied Doom effects
Info: Elf Fighter. Most important doom unit, speed and hp up is great.

Cleric of the Path
Hp: 3/4/5
Att: 1/2/2 Back Only
Speed: 2
Ability: Follow up restore 1/1/2 health to a damaged non-heroic ally.
Info: Human Mage. Great hope unit but still good without it. Slow speed is nice because units can get damaged before the follow up happens.

Cleric of the Rose
Hp: 3/5/6
Att: 1/2/2 Back Only
Speed: 2
Ability: Hope deal 1/1/2 damage to the nearest enemy in this lane
Info: Human Mage. Main hope team damage dealer.

Cultist
Hp: 4/4/4
Attack: 1/1/1 Front Only
Speed: 5
Ability: Doom restore 3 health
Info: Elf Fighter. Doom's tank, but needs at least 2 hp items to be a safe tank.

Divine Protector
Hp: 6/9/12
Attack: 1/1/1 Front Only
Speed: 4
Ability: Death give an allied mage shield
Info: Human Fighter. Meh tank, ability isn't that great because he needs to die.

Druid
Hp: 3/5/6
Att: 1/2/2 Back Only
Speed: 3
Ability: After the first round, summon 2 doves (att 0/ hp1)/ 2 Ravens (1/1)/ 2 Wolves (2/4).
Info: Human Mage. Level 1 and 2 are kind of weak but level 3 is great for summon build. Great with Fey Adept

Enchanter
Hp: 4/6/10
Att: 1/1/2 Front Only
Speed: 5
Ability: Give a random allied/all at level 2 +1 Power.
Info: Gnome Fighter. Decent mage team front line and power team.

Fey Adept
Hp: 2/3/4
Att: 1/1/1 Back Only
Speed: 3
Ability: Poisonous. Allied summoned units have +1/2/3 attack.
Info: Elf Mage. Great in the summoned builds and poisonous builds.

Haruspex
Hp: 2/3/4
Att: -/-/- No Attack
Speed: 4
Ability: Doom deal 1/2/4 damage to a random enemy.
Info: Elf Mage. Doom damage dealer.

Hunter
Hp: 4/6/8
Att: 1/2/3 Both
Speed: 3
Ability: Follow Up deal 1 damage to the lowest health enemy
Info: Human Archer. Amazing early game damage dealer, and ability is great at cleaning low hp units.

Hypogean
Hp: 6/9/12
Att: 1/1/1 Front Only
Speed: 6
Ability: Scheme Restore 1 health for each allied Lizardfolk
Info: Lizardfolk Fighter. Main tank in lizardfolk team, also decent in Hope teams.

Javelineer
Hp: 5/7/9
Att: 1/1/1 Both
Speed: 3
Ability: Attacks after gaining armor.
Info: Human Fighter. Best damage for armor build, multi class potion is great because you can equip bows.

Mage of the Sun
Hp: 3/4/5
Att: 1/2/3 Back Only
Speed: 4
Ability: Gains double the amount of power
Info: Human Mage. Great att at 3 and even better with power items.

Praliator
Hp: 4/6/8
Att: 1/2/3 Front Only
Speed: 5
Ability: If this character kills an enemy, they attack again
Info: Lizardfolk Fighter. Decent early game.

Rogue
Hp: 3/5/7
Att: 1/2/3 Both
Speed: 6
Ability: Poisonous. Inexhaustible
Info: Gnome Fighter. Key unit in poison builds for being able to spread it freely.

Royal Guard
Hp: 6/9/12
Att: 1/1/1 Front Only
Speed: 3
Ability: When this character gains health, your hero gains +1/1/2 power.
Info: Human Fighter. Fine in the Hope builds, without healing it's pretty boring.

Squire
Hp: 4/6/8
Att: 1/1/1 Both
Speed: 5
Ability: Round end give another ally in this lane +1/2/3 power
Info: Human Fighter. Decent early unit and good in the power team.

Sword Dancer
Hp: 5/8/10
Att: 1/2/2 Front Only
Speed: 6
Ability: Has +1/2/3 attack while at maximum health. Inexhaustible.
Info: Elf Fighter. Decent early, but hard to keep working because it needs to be at full health to feel powerful. Will need heal/armor and speed because of units that are faster.

Tanner
Hp: 3/4/5
Att: 2/2/2 Both
Speed: 3
Ability: If this character kills an enemy, gain 1 gold.
Info: Human Fighter. The best early game unit, easy to get a lot of gold off of enemies that make weak units/bones. Also works with objects.

Tinkerer
Hp: 4/4/4
Att: 1/1/1 Both
Speed: 2
Ability: Round end if this unit has Power, it summons an immovable bomb that deals 2/4/6 damage.
Info: Gnome Mage. Needs power to even be a unit, also needs a free lane for the bombs because they will hurt you.

Venomancer
Hp: 3/4/5
Att: 1/2/3 Back Only
Speed: 1
Ability: Follow up deal 1/2/3 damage to all poisoned enemies.
Info: Human Mage. Key unit to poison builds.
Champions (Underneath) Level 2/3
Champions: UNDERNEATH Level 2/3

Amguan
Hp: 4/4
Att: 1/1 Back Only
Speed: 2
Ability: Scheme give +1/2 to all allied Lizardfolk
Info: Lizardfolk Mage. Fine in a team full of Lizardfolk, works well with the hero that's a Lizardfolk.

Aviakoran Guard
Hp: 6/8
Att: 1/1 Front Only
Speed: 6
Ability: Counter summon a dove (0att/1hp)/ raven (1/1)
Info: Elf Fighter. Reusable summons, nice with units that care about things dying.

Battle Cleric
Hp: 6/9
Att: 1/1 Front Only
Speed: 2
Ability: Follow up restore 1 health to all characters in this column
Info: Dwarf Mage. Most important unit in Hope builds, play 3 frontliners for best results.

Battle Mage
Hp: 8/12
Att: 1/1 Front Only
Speed: 3
Ability: Whenever this character gains Power, they also restore 1 Health
Info: Human Mage. Tank for Power teams, might also work for Power/Hope builds.

Blood Leech
Hp: 3/5
Att: 2/2 Back Only
Speed: 3
Ability: Doom summon a Blood Wisp (1att/1hp)/ Greater Blood Wisp (2/2)
Info: Elf Mage. Allows you to keep lanes filled with the help of Channeler.

Elemancer
Hp: 3/5
Att: 1/2 Back Only
Speed: 2
Ability: When an elemental is summoned, gain +1 Attack.
Info: Elemental Mage. There isn't a lot of elemental tags so I haven't really used it.

Flame Adept
Hp: 3/6
Att: 1/2 Back Only
Speed: 3
Ability: Also damages enemies in the same column
Info: Human Mage. Decent damage if you can give it power/attack, doesn't have a home in a team really.

Immortal
Hp: 11/15
Att: 2/2 Front Only
Speed: 3
Ability: Doesn't lose armor at the end of a round.
Info: Human Fighter. Best tank in armor build, high attack and hp, pair with armorsmith.

Night Marksman
Hp: 7/7
Att: 2/2 Both
Speed: 7
Ability: Doom gain +1/2 power.
Info: Elf Archer. Fine doom unit but nothing special, really fast unit.

Ranger
Hp: 5/6
Att: 2/2 Both
Speed: 6
Ability: Whenever an ally is summoned, gain +2/3 power.
Info: Elf Archer. Pretty good damage dealer with repeat summon effects.

Royal Captain
Hp: 11/15
Att: 1/2 Front Only
Speed: 5
Ability: Round end give all characters in this column +1 Armor
Info: Human Fighter. Part of the core armor team, but can work in other teams.

Sage of the Word
Hp: 3/6
Att: 3/3 Back Only
Speed: 2
Ability: Hope give a random ally +1/2 power.
Info: Human Mage. 3 attack at level 2 is high but he is just too random for harder difficulties.

Smuggler
Hp: 6/6
Att: 2/2 Front Only
Speed: 5
Ability: When you hire this character gain 2 gold for every allied Lizardfolk, death: gain 1/2 gold
Info: Lizardfolk Fighter. He can make you a little gold if you have an open slot and are playing Lizardfolk. But, as a unit it's pretty bad.

Venin Witch
Hp: 5/6
Att: 2/3 Back Only
Speed: 2
Ability: Deals double damage to poisoned characters.
Info: Human Mage. Needs to be on poison teams.

Void Summoner
Hp: 3/3
Att: -/- No Attack
Speed: 2
Ability: Round end summon an enemy Void Wisp/Greater Void Wisp
Info: Elf Mage. The good thing about her summons is they are on the enemies side so you don't have to worry about room, also great at clearing small things.

Wrath Conduit
Hp: 3/6
Att: 3/4 Back Only
Speed: 2
Ability: Targets the lowest health enemy in any lane. Counter: Attack.
Info: Human Mage. If you can put some +hp items on it, it's a fine unit with really high attack.
Champions (Abyss) Level 3
Ares
Hp: 15
Att: 1 Front Only
Speed: 2
Ability: Whenever this character would gain armor, they gain +3 Power instead.
Info: Elemental Fighter. If you want extra damage in the armor build vs an extra tank he is what you want.

Cyril
Hp: 5
Att: 2 Both
Speed: 3
Ability: Death transform
Info: Human Mage.

Edric
Hp: 8
Att: 2 Both
Speed: 7
Ability: Attacks twice. Inexhaustible.
Info: Human Fighter. If a team has a random slot for dps he is great, make him multi class for bows for more attack.

Ixotle
Hp: 5
Att: 2 Back Only
Speed: 4
Ability: Death fill your board with Lizardfolk Hatchlings (2/2 Lizardfolk)
Info: Lizardfolk Mage. Pretty underwhelming.

Lyra
Hp: 7
Att: 1 Both
Speed: 6
Ability: Targets a random enemy in any lane. Hope: Attack.
Info: Elf Archer. Main damage dealer for hope teams, just try and get some bows ahead of time.

Nyx
Hp: 8
Att: 2 Front Only
Ability: Doom curse a random enemy. Inexhaustible.
Info: Elf Fighter. Doing a random effect is fun (these are neg. things like stone/poison).

Taur
Hp: 12
Att: 1 Front Only
Speed: 2
Ability: Has +1 Attack for each allied Lizardfolk
Info: Beast Fighter. Neesd to be in a Lizardfolk team which makes some of their effects weaker, so I don't normally put him in.

The Devourer
Hp: 20
Att: - No Attack
Speed: 1
Ability: When a poisoned character dies, summon a Poisonous slime.
Info: Elemental Fighter. Need to test.

Zed
Hp: 3
Att: 2 Both
Speed: 8
Ability: Whenever this character gains Power, summon an immovable Mirror Image
Info: Gnome Mage. Need to test.
Potions
Potion of Experience: Gain +1 XP. Characters that died this battle can't gain XP. Consumable. Cost: 3g
XP isn't really a problem in this game so I haven't found a reason to buy this.

Potion of Versatility: Allows Fighters to use equipment from any class. Consumable. Cost: 3g
Favorite item, it allows for more units to play in different builds.

Midas Potion: Transform a mage into a Golden Statue that can be sold for 6 gold at campfires. The character loses all their equipment. Consumable. Cost: 2g

Potion of Healing: Restores 4 health. Consumable. Cost: 2g


Potion of Greater Versatility: Allows Mages to use equipment from any class. Consumable. Cost: 4g
Good for Battle Cleric because it allows him to get hp items.

Mirroring Potion: (Fighter only) Transform a fighter into a basic copy of a random party member. The character loses all their equipment. Consumable. Cost: 4g
Another great item that changes the game lot.

Potion of Transformation: Transform an archer into a random Level 3 character. The character loses all their equipment. Consumable. Cost: 4g
If you get it on the first potion shop, give it a shot could be fun. I'm not sure you can get any of the abyss characters.

Lesser Mystery Potion: Transforms into a random item. Archer Only. Consumable. Cost: 4g


Greater Mystery Potion: Transforms into a random item. Mage Only. Consumable. Cost: 6g
Both of these potions seems to pull from the items that everyone can use and not just their own pools.








Merchant Items
Mage Only Items:
Sun Stone: Round End: Gain +1 Power. Cost: 7g
Great for power teams.

Mirrored Pendant: The equipped character can't be Paralyzed. Cost: 3g
Only get if you have spare gold.

Clypaes's Blessing: Battle Start: Gain Shield. Cost: 5g
Battle start items aren't very good compared to end of turn items because they only happen once, and shields aren't very strong because they can get hit by random weak attacks.

Essence Vial: Death: Summon a Blood Wisp. Cost: 3g
Just not a fan of death only items for the same reason I'm not a huge fan of Battle Start. One time uses but you have to die to get the effect so it might be worse.

Soul Lens: When an ally dies, deal 1 damage to the nearest enemy. Cost: 4g
If you are playing with repeatable summons it's not too bad for the cost, if not skip.

Doomed Amulet: +2 Attack Follow Up: Take 1 damage. Cost: 8g
Great item for Hope and Armor teams.

Searing Sign: +3 Attack, -3 Health. Cost: 14g
I value +Attack very highly, and the -3 Health is worth it. Another note is you can't kill yourself with - heath items.

Adept's Staff: +1 Attack. Cost: 7g
+1 Attack for 7g is good.

Holy Scepter: Follow Up: Restore 1 health to a damaged non-heroic ally. Cost: 12g
Amazing in the Hope builds, fine in all builds.


Fighter Only Items:
Wooden Buckler: +2 Health. Cost. 5g
For all the Health items, I tend to see them as tank only items, or a fine buy if I just have some gold laying around.

Reinforced Buckler: +3 Health. Cost: 8g

The Skirmisher's Shield: +2 Health, +2 Speed. Cost: 7g

Kite Shield: +4 Health, -3 Speed. Cost: 10g
- Speed isn't always a bad thing, sometimes you want healing follow up effects to go last.

Dragon Scale: +7 Health. Cost: 15g
This is one of the few Health items that I really want, Item slots are precious and this does a lot.

Venin Shield: Battle Start: Become poisoned. +3 Health. Cost: 6g
Self damage effects are pretty useful in Hope builds.

Titan's Wall: +5 Health, -1 Attack. Cost: 8g
-1 Attack is pretty much a no go for me unless its champion doesn't have attack anyway.

Immortal Helm: Counter: Gain +1 Armor. Cost: 9g
While not a bad item the counter effect needs you to take damage which means it won't trigger every hit. Still good if you keep that in mind.

Vampiric Helm: Doom: Restore 1 health. Cost: 10g
Doom builds and Reusable summons is where this shines.

Archer Only Items:
Short Bow: +1 Attack. Cost: 7g

The Shadow's Bow: +1 Attack, +2 Speed. Cost: 8g
Interesting note that the cost of +2 speed is just 1g

Illiphar's Arbalest: +2 Attack, -3 Speed. Cost 12g
Amazing item on repeatable attack characters.

Wanderer's Cloak: +2 Health. Cost 5g

Cloak of Passage: +1 Health, +1 Speed. Cost 4g

Scavenger's Cloak: When this character kills an enemy, summon a raven. Cost: 9g
Pretty fun with Hunter champion.

Lizardfolk Only Items
Lightning Fang: Round End: Gain +1 Power. Cost: 6g
It's just a delayed +1 Attack item, there are zero Lizardfolk that has a power effect.

Poisonous Fang: Attacks against enemies apply poison. Cost: 6g
I wish there were more items like this, it's so fun and helps niche builds out.

Elf Only Items:
Green Scale Wand: Round End: Give a random allied Beast 1 armor. Cost: 6g

Sanguine Wand: After the first round, summon a Blood Wisp. Cost: 4g

Necrotic Wand: Round End: Deal 1 damage to the lowest health enemy. Cost: 7g


Human Only Items:
Chain Mail: +2 Health, -1 Speed. Cost: 7g

Noble Plate: Death: Gain 1 gold. Cost: 5g
A lot of effort for minimal effect.

Martyr's Plate: Death: Give +1 Attack to all allies. Cost: 10g
If you only have 4 units and you need one to die you are giving a +3 attack one time. These death effects just don't seem to be worth it to me.

Gnome Only Items:
Venin Cap: Follow Up: Deal 1 damage to all poisoned enemies. Cost: 8g
Great for poison builds, but you need to be able to spread poison for this item to be really good.

Lucky Coin: It's not clear what this is for. Cost: 1g
Still don't know what this is for and it's hard to test for.

Dwarf Only Items:
Immortal Belt: Counter: Restore 1 health. Cost: 14g
Better than the armor counter part.

Hero Only Items:
Aamon's Blade: Counter: Gain +1 Attack.
Fine for Thoric but you need a champion that can take damage or Troll Blood artifact (Battle Start: Restore 2 health to your hero.)

Champion's Sword: +1 Attack

Champion's Plate: +4 Health
Merchant Items p2
Rings:
Dove's Band: +2 Speed. Cost: 2g
I don't buy speed items.

Falcon's Band: +8 Speed. Cost: 5g

Lifeblood Ring: +1 Health, -1 Speed. Cost: 3g

Thoric's Ring: Round End: Gain +1 Armor. Cost: 8g
Great for the armor team carries.

Titan's Ring: Battle Start: Gain +4 Armor. Cost: 4g
Fine early game item, really good on Sword Dancer.

Void Fury Ring: 5g
When this character kills an enemy, deal 1 damage to a random enemy.
Really good items vs bones and eyeball bosses.

Antivenin Ring: The equipped character can't be Poisoned. Cost: 4g

Necrotic Ring: +1 Attack, -2 Health. Cost: 8g
One of the only ways to get +1 Attack on any class/race.

The rest:
Potion Belt: Round End: Restore 1 health. Cost: 10g

Tanner's Gloves: +1 Health. Cost: 5g
+1 Health for 5g is way to high; you are paying a premium for it to be used by anyone, but I think the price is too high.

Armored Gloves: Battle Start: Gain +1 Armor. +1 Health. Cost: 7g
Artifacts
At the start of every game you will get a Hero with a random artifact. You will also get 2 more random artifacts throughout the game.

Holy Distiller: After the first round, summon a Holy Wisp.
Holy Wisp is a 0 attack/1 hp that heals 1 at the end of the round. Decent for Hope builds and you have 3 front line to protect the wisp.

Essence Collector: When a non-summoned ally dies, summon a Blood Wisp.
Blood Wisp (1 attack/1hp) is fine for the summon builds but not where I would want to start.

Essence Distiller: After the first round, summon an enemy Lesser Void Wisp.
Taz's starting artifact.

Troll Blood: Battle Start: Restore 2 health to your hero.
Not a starting artifact I want, but it does enable some 2 frontline and 2 backline build because for the most part an enemy isn't going to do more than 2 damage.

Ethereal Essence: Whenever an ally loses shield, give them +3 Power.
Pretty bad, it's just so rare to even have shields on your champions and it only gives them a one time effect.

Venina's Hex: Battle Start: Poison a random enemy.
Great to start a poison team, but I'm afraid it will hit other things like barrels or rocks.

Clypaen Blessing: The first time an ally takes damage, give them Shield.
So this item is a little confusing, but this only works once per battle, not per champion.

Book of Law: Allied Humans and Dwarves gain +1 Health.
Good safe artifact for armor teams because they consist of Humans and Dwarves, this does work for Heroes.

Edric's Journal: Allied Fighters gain +1 Attack and -1 Health.
Double the damage for more fighters (early level) and only losing a little health, top tier if you are playing fighters.

Book of Power: Round End: Give a random allied Human +1 Power.
Works with heroes. If you can get Mage of the Sun as your only human it will always trigger on the Mage.

Taurian Scripture: Allied Beasts and Lizardfolk gain +1 Health.

Erilari's Stone: Allied summoned units gain +1 Attack.
Play summon team.

Counterfeit Coins: Characters at campfires cost 2 less gold.
Amazing item the enables you to pretty much find any team you want. Even better with Xandos III. This artifact lets you also get ahead of the curve because the first campfire you can build a whole team of champions instead of having followers.

Royal Insignia: Your first refresh at each campfire and store is free.
Not as good as Counterfeit Coins but not useless because it gives you a free reroll on stores.

Pure Venin: Enemies take +1 damage from poison.
Build poison.

The Merchant's Secret: Items cost 1 less gold.
Not a great starting item but a great late game.

Everburning Torch: Battle Start: Summon an Everburning Flame.
Everburing Flame is a -att/3hp. Just some extra beef.

Lyra's Quiver: Allied Archers gain +1 Attack.
Free attack on archers. I find it hard to really have more than 2, but still good for the early game.

The Smith's Hammer: When an ally gains armor, they gain an extra +1 Armor.
Broken with Thoric and the armor team.

Hammer of the Old Earth: Allied Dwarves and Gnomes gain +2 Health.
It's a lot of health and 2 health on a unit often means surviving another hit.

Thoric's Hammer: Allies keep up to 1 armor at the end of each round.
It's fine on average, but works well with Thoric.

Titanic Hammer: Battle Start: Give all allies 2 Armor.
This allows for different starting formations which is a nice change. Helps with some of the lower Hp front liners.

Cyril's Staff: Summoned allied units can't be exhausted.
Just allows you to move your summons around and not lose the ability to attack.

Staff of the Amguan: If an ally doesn't attack, give them +1 Power.
Great for some of the lizard builds, but if your champions/summons have a - att it doesn't give them a power.

The Arbiter's Blade: Battle Start: Give your hero +3 Power.
Gives a nice first turn then does nothing.

Spirit Shackle: The first time an ally dies, summon an Avenging Spirit.
Avenging Spirit is 2att/1hp summon.

The Arbiter's Cloak: Allied Elves and Elementals gain +3 Speed.
There are some elves you want to go fast because (Blade Master) because they need to kill to keep their buff.

Jack's Fiddle: Whenever you visit a campfire, gain 2 gold.
It's kind of like coins but still has a use after having your team complete. The problem is when your team is done you aren't going to visit campfires besides the one's that are forced to go to.
Team Comps
These are the main comps but there is still a lot to be explored. For most of these comps (the "top" 3) I don't think hero and artifact really matters too much. It's more if I get the champions early.

Armor Team:
Base of the team is Armorsmith, Javelineer, and Royal Captain. The 4th member is going to be the tank (Immortal) or dps (Ares) or both (Armored Knight). Also the Battle Mage can work for a while for the Royal Captain but you will want to make that change. The 4th member has a lot to do with if you can find the multi-class potions for the Javelineer.

Javelineer: 2 damage items + Thoric's Ring
Armorsmith: spare dps items
Armored Knight: Titan's Ring so he deals damage first turn
Ares: Anything that will give him armor per turn (counter)
Tanks: Health items

Xandos III 5th member is just dps unit, you can't fit more armor units because they are all front line only (I feel Javelineer is pretty much only front line because he needs more triggers to feel amazing)

Hope Team:
Base of the team is Battle Cleric and Cleric of the Rose. The 3rd and 4th member are pretty flexible, Depending on items, I like the Beserker because he needs healing and fills the tank and dps roll. Other dps members are Sword Dancer because he needs to be full health and Lyra with damage items. If you want another tank/dps hybrid Royal Guard works well turning your Hero into a strong dps. Sage of the Word is a unit I haven't tested out in this build. For hero, go Dominique for the extra heal.

Battle Cleric: Items to keep him alive
Cleric of the Rose: Holy Scepter
Beserker: if Multi-Classed Doomed Amulet, Immortal Belt

Xandos III: Another front line

Doom Team:
This team to really work I think you have to have Channeler the rest can be pretty much anything else. Channeler and Naruspex are the perfect units to try and hit with Mirroring Potion.

Cultist: is a fine tank but you need hp items.
Blood Leech: gives you summons to fill the lanes with.
Nyx: Interesting tank
Night Marksmen: fine dps
Naruspex: Best dps

Xandos III: Another front line

Power Team:
This is my Tinkerer team. What makes this team interesting is you pretty much have to keep one lane open and the others filled because you want the bombs to not hit your own people. I will normally leave the middle lane open because some bosses don't move and the bomb will only hit it in the middle. One lane will be Squire then Tinkerer and the hero not in this lane, because the Squire can give him the buff and you won't get a bomb. More power on the Tinkerer doesn't give you more bombs. Battle Mage is the other tank. Look for items that will give power to a character to change things up a little bit. Enchanter works as another enabler

Xandos III: I wouldn't play Tinkerer team with a 5th member, if you do want to try maybe just add a unit that has an on death effect.

Poison Team:
Rogue + Venomancer. Rogue can move around to get poison on different target and Venomancer will help finish off the units. Venin Witch is pretty good extra dps and I like Praliator with Poisonous Fang.

Rogue: Venin Cap and hp

Summoner Team:
Druid + Fey Adept. Druid really shines at level 3 giving you Wolves. Ranger has extra dps, or you can go with a Doom Summoner set up for after Druid summons are gone.

Lizardfolk Team:
I only do Lizardfolk if I'm playing with Elder Gryx. Taur is your main damage dealer with Hypogean as your main tank. With Scheme you want to keep moving your character around to get the trigger. So you move Hypogean where ever the most damage is going to be. Praliator is fine extra dps with the Poisonous Fang.

Xandos: You can just make the 5th unit as a Lizardfolk but prefer just using Elder for more dps.
General Guide and Tips
There are 3 areas in the game and they are the same every time expect the bosses. Each area will have 13 rooms.

Stage one is the castle.

Room 1: This is just an introduction and possibly some money. This is determined by how well you did the last run. The better you do the better your next start will be.

Room 2: Empty Room

Room 3: Fight

Room 4: Campfire: here you will have 3 gold. Pick the best early unit and don't worry too much about what team you are building. Some rules for Campfires is you can't get the a champion that you already have, and if you buy a champion while at that campfire you can sell it back for full value.

Room 5: Fight: Fights will now provide 1 exp potion per fight, you will get 6 points in the first stage so you can make 2 level 2's or make 1 level 3.

Room 6: Treasure Room: These rooms have a small pool of items that they will draw from based on what you have in your party. So to get a mage item you will need a mage, ect.

Room 7: Fight: During fights you will sometimes get bonus objectives, they are for the most part pretty easy but sometimes they can't be done. Just try your best.

Room 8: This is the first split path: Left is Bathin, who will allow you to make the next fight harder but give you coins for it. Right is a Campfire. If your team is weak go ahead and grab this to upgrade your followers into champions. You will get another a choice between a merchant or a campfire later, so this is not your last chance for a campfire.

Bathin's options tend to be more attack, more hp, more enemies, and random side effects. I tend to stay away from the one that gives shields because if you have to fight skeletons pile or eyes the extra armor is a big problem. I also stay away from extra attack because you are giving them boss double damage a lot.

Room 9: Fight

Room 10: Treasure Room

Room 11: Fight

Room 12: Split Path: Left, Campfire or Right, Merchant

Merchants work like Treasure Rooms: they can only roll things your team can equip. So no Lizardfolk means no Lizardfolk only items. The other thing is the items you can buy is tied loosely to how much gold you have. You can only see the best/expensive items if you have the money for it. I like to save a lot of money before the Merchant's room and get the best items for my team by rolling a lot.

Room 13: Boss Room. These fights are going to be much harder and you get better rewards. The rewards are: Potion of Lesser Healing Potion (Restores 2 health), Potion of Greater Experience Point (Grants 2 exp), a sack of 8 gold, and a chest that will give you a choice of 3 artifacts.

The Underneath:

Room 1: Empty Room

Room 2: The Witch. At the start of this level and the abyss you will be greeted by The Witch to buy some potions.

Room 3: Fight, if you only have 1 character for your final build you will want to sell the exp potion.

Room 4: Campfire. I want will save a lot of money for this campfire because this is when I want my team to be pretty close to being done. I will try and get at least 3 of 4 final team members.

Room 5: Fight

Room 6: Split Room. Right is Andromalius and Left is Merchant

Androsmalius will all you to toss an item into the portal to get a new item. I believe they tend to be better than what you tossed in but untested.

Room 7: Fight

Room 8: Split Room. Left is Bathin and Right is Campfire. I will pretty much always do Bathin because I will be low on money and should have my team pretty much done.

Room 9: Fight

Room 10: Treasure Room

Room 11: Fight

Room 12: Split Room: Left is Merchant and Right is Campfire. I would avoid the Campfire because you are coming up to the Abyss and that campfire will have all level 3 units

Room 13: Boss Room. The rewards are Champion's sword (+1 attack hero only), Potion of Greater Experience Point (Grants 2 exp), a sack of 8 gold, and a chest that will give you a choice of 3 artifacts.

Abyss.

Room 1: Empty Room

Room 2: The Witch.

Room 3: Fight

Room 4: Campfire. I will try to finish my team now. There will be more campfires but I want to save up after this one for getting the rest of my equipment.

Room 5: Fight

Room 6: Split room. Right is Andromalius and Left is Merchant.

Room 7: Fight

Room 8: Split Room. Left is Bathin and Right is Campfire. If you haven't got your team here is another chance.

This Bathin is a little different. You will get some gold choices these are just harder and are worth 5 gold. If you have a great team this is fine, if not I wouldn't try it. You don't have to take a bargain if you don't like the choices.

Room 9: Fight

Room 10: Treasure Room.

Room 11: Fight

Room 12: Split Room. Left is Merchant and Right is Campfire.

Room 13: Boss Room. The rewards are Greater Healing Potion (Heal 8 Hp), Potion of Greater Experience Point (Grants 2 exp), a sack of 8 gold, and a chest that will give you a choice of 3 artifacts.

The final stage is one more shop and then the final boss

Some tips for fighting Illifar: first, killing his gargoyles isn't always the correct thing. I try to roll some of the weaker ones and let my tank just tank it without killing it. The reason for this is some of the gargoyles are more dangerous than others, so you will want to keep the safer ones around until the end. Also try to get him to about 50 hp and then kill the gargoyles to win the fight.

Some tips for fighting Abaddon: you will want some armor for your tank because he has an attack that will take the highest hp to 1. You'll need to watch out for that. Also you want at least 4 damage on one of the side lanes to take out the mask that will prevent healing or armor (they have 8hp). Make sure to kill the adds as fast as you can because they make this fight a lot harder. You will also really only need 1 tank because the boss is always middle.

After the boss you want be prepared to mute the speaker because you will hear a loud bang, even if your speakers are at 0%. I have been told this was getting fixed in the next patch. When that happens I will delete this note.

You will get a score that will help you unlock more champions and the next time you play you will get a lot of gold and an item. Good luck out there, adventures.

11 Comments
SuperDigga May 24, 2024 @ 2:07pm 
Thumbs up for the hard work.
knightenrichman Aug 2, 2023 @ 9:02am 
What do I do after I kill all three bosses. It's says: "The portal is still open."
LL-woLf Jun 27, 2023 @ 11:41am 
need update.
tristunman Jan 2, 2023 @ 10:27pm 
[quote=henl0019] Great guide!! Any idea what those gold dots next to some of the character icons mean? I can't seem to find that info anywhere? [/quote]


Not sure if you've figured it out already but it just means you've used that character to beat the final boss
henl0019 Dec 11, 2022 @ 6:41pm 
Great guide!! Any idea what those gold dots next to some of the character icons mean? I can't seem to find that info anywhere?
JediMage Jul 8, 2022 @ 2:05am 
Golden statue upgrades into better statue on level 2, which can be sold for 15 gold and Asmodel, the Golden on level 3 - construct mage with 5 atk and gain shield on round end (still can be sold for 15 gold).
Chrest Apr 15, 2022 @ 11:57pm 
Very nice guide, do you want any help updating it?
电脑(简单) Feb 18, 2022 @ 8:42pm 
nice guide,they should put this in game,that will be very useful
Book of Dead Giants Jul 2, 2021 @ 4:26pm 
Cool guide. Award given. :paperheart:
gohon316_1999  [author] Jun 5, 2021 @ 3:52pm 
:D no problem, thanks for providing me with the extra information and the pictures!