Characters
Warrior: the melee attacker you want to roll 5-6 Wizard: the magic attacker you want to roll 3-4
Archer:the ranged attacker you want to roll 1-2
Archer:the ranged attacker you want to roll 1-2
Rogue: the thief you want to roll 2-3 unlocked after the 5th dungeon Priest: the healer you want to roll 4-5 unlocked after the 10th dungeon
Ultimate Names
Ultimate names are what you call a character when it is level 50, the cap level. Here are the names of what each character becomes.
Warriors become Blademasters. Wizards become Battlemages. Archers become Yeoman. Rogues become Assassins. Priests become Clerics
Warriors become Blademasters. Wizards become Battlemages. Archers become Yeoman. Rogues become Assassins. Priests become Clerics
Enemies
Goblin:Very weak it wants to roll 1 Levels 1-9, Giant Rat:Weak it wants to roll 2 Levels 5-11, Orc:Average it wants to roll 3 Levels 10-18, Ogre:Average it wants to roll 4 Levels 15-22 Moss Giant:Average chance of stun it wants to roll 5 Levels 20-30
Ice Giant:Average chance of freeze it wants to roll 1 levels 20-30 Fire Giant:Average chance of burn wants to roll 6 levels 33-40
Dragon:Strong it wants to roll 5-6 levels 40-50, Bronze Dragon:Very strong it wants to roll 5-6 levels 50-60 Iron Dragon:Very very strong it wants to roll 4-6 level 75
Ice Giant:Average chance of freeze it wants to roll 1 levels 20-30 Fire Giant:Average chance of burn wants to roll 6 levels 33-40
Dragon:Strong it wants to roll 5-6 levels 40-50, Bronze Dragon:Very strong it wants to roll 5-6 levels 50-60 Iron Dragon:Very very strong it wants to roll 4-6 level 75
Set Up
Choose a dungeon then if it's your first game choose your combination of characters they will all be Lvl 1 then keep a record of what Lvl your characters are you also want a die and a piece of paper with the dungeon map on it and optionally a pencil to cross of the rooms off as you go.
Rooms & Fighting
Rooms can have a sack of gold, a monster, a boss, or nothing most of this is self explanitory except for a sack of gold, this can have up to 10 gold in it also can be obtained with a thief when you defeat a monster. When fighting you can charge, attack, taunt, or block. Charge you want 5-6 and is strong but leaves you kinda weak.
Attack is exactly what it sounds like and you roll whatever it says above. Taunt makes the enemy you attack attack you back for the next 2 turns.
Block takes half of the damage off the next attack
Attack is exactly what it sounds like and you roll whatever it says above. Taunt makes the enemy you attack attack you back for the next 2 turns.
Block takes half of the damage off the next attack
Potions and Mercenaries
Potions: Minor heals 10 hit-points(Hp) can be bought for 10 or made for half-price in a room with a dead Goblin. Normal heals 25 hp and can be bought for 20 or made in a room with a dead Orc. Major heals 50 hp can be bought for 40 made in a room with a dead Ice Giant. Ultra are special because they heal 100 and can only be made in a room with a dead Dragon. Mercenaries: Mercenaries are used to fight for you and you can buy them anywhere except in a battle. The mercenaries you can get are, Dwarven mechanic for 10 gold, Orc rebel for 25 gold, Dark mage for 50 gold, and Ghost warrior for 100. Dwarven mechanics give +1 attack and defense by making turrets and walls but has low Hp. Orc rebels have +1 attack =defense and hp. dark mages have +1 attack, and defense but -1 hp. Ghost warriors have =attack, +2 defense +1 hp.
Spells
Spells are for Wizards except for 3 at lvl 15 blades of wind lvl 25 stealthy knife lvl 50 flame pillar and every character has an ultimate spell unlocked at lvl 50
except Wizzards and Healers for a Blademaster Lightning strike where you want to roll 5-6, for a Yeoman Rain of arrows where you want to roll 3-4,
and for an assassian Shadow sneak where you want to roll 1-2. Also you can only do 1 ultimate spell per battle. The wizard and healer spells are the four elements
water, air, fire, and earth. you get a new spell every third level so starting at level 1 up to level 49. There are some spells that are good against certain enemies like water does more against against goblins, fire giants, and all the dragons. Air is good against giant rats ogres and all dragons. Fire is good against moss giants and Ice giants but bad versus dragons because it heals them and a small bit stronger against everything else. Earth is good against Goblins, Giant rats, and Orcs but no effect vs. Dragons.
except Wizzards and Healers for a Blademaster Lightning strike where you want to roll 5-6, for a Yeoman Rain of arrows where you want to roll 3-4,
and for an assassian Shadow sneak where you want to roll 1-2. Also you can only do 1 ultimate spell per battle. The wizard and healer spells are the four elements
water, air, fire, and earth. you get a new spell every third level so starting at level 1 up to level 49. There are some spells that are good against certain enemies like water does more against against goblins, fire giants, and all the dragons. Air is good against giant rats ogres and all dragons. Fire is good against moss giants and Ice giants but bad versus dragons because it heals them and a small bit stronger against everything else. Earth is good against Goblins, Giant rats, and Orcs but no effect vs. Dragons.
More about each Character
Warrior: warriors are strong have a high defense but only good against stronger enemies like Moss giants up. they look with scorn upon other things so they're weaker
when battling them so they only have regular attack and defense.
Wizard: Wizards are smart and so they don't lose skills when attacking enemies but have low defense. they do have strength and weaknesses against certain enemies.
Archer: Archers are pretty strong except they sometimes miss they are best against lower level enemies but miss more worse against higher level enemies and hit more.
Rogue: Rogues are pretty normal for attack and defense but with every kill you can get 1-3 gold so roll the die. 1-2 are 1 gold 3-4 are 2 gold 5-6 are 3 gold.
Priest: Priests with every attack heal themselves a little bit or can choose anyone on thier team to get healed but this takes up their turn. they have the same stats as a wizzard bad against nothing and uses the same spells
when battling them so they only have regular attack and defense.
Wizard: Wizards are smart and so they don't lose skills when attacking enemies but have low defense. they do have strength and weaknesses against certain enemies.
Archer: Archers are pretty strong except they sometimes miss they are best against lower level enemies but miss more worse against higher level enemies and hit more.
Rogue: Rogues are pretty normal for attack and defense but with every kill you can get 1-3 gold so roll the die. 1-2 are 1 gold 3-4 are 2 gold 5-6 are 3 gold.
Priest: Priests with every attack heal themselves a little bit or can choose anyone on thier team to get healed but this takes up their turn. they have the same stats as a wizzard bad against nothing and uses the same spells
Level Up!
Here we talk about leveling up, this is one of the most complex parts of the game because there are so many enemies and so many levels of you and the enemies.
for your characters lvl 1 to lvl 2 takes 5 exp. 2 to 3 takes 10 exp. 3 to 4 takes 20 exp. 4 to 5 takes 40 5 to 6 takes 80 exp.
lvl 6 to lvl 7 takes 160 exp. 7 to 8 takes 320 exp. 8 to 9 takes 640 exp. 9 to 10 takes 1280 exp.
and from here you can probably see a pattern take the last number and multiply it by 2
for a goblins lvl 1 gives 1 exp. lvl 2 gives 4 exp. 3 gives 6 exp. 4 gives 9 exp. 5 gives 12 exp. 6 gives 16 exp.
7 gives 22 exp. 8 gives 30 exp. 9, the goblin's max level gives 40 exp.
lvl 6 to lvl 7 takes 160 exp. 7 to 8 takes 320 exp. 8 to 9 takes 640 exp. 9 to 10 takes 1280 exp.
and from here you can probably see a pattern take the last number and multiply it by 2
for a goblins lvl 1 gives 1 exp. lvl 2 gives 4 exp. 3 gives 6 exp. 4 gives 9 exp. 5 gives 12 exp. 6 gives 16 exp.
7 gives 22 exp. 8 gives 30 exp. 9, the goblin's max level gives 40 exp.
The Beginning

The first thing you should do is choose the first two Characters you will use you have the choice of Warrior, Wizzard, or Archer. when you have chosen, write both of them with a pencil
down as lvl 1, this so you can keep track of what level your guy is. Now you've probably seen the picture by now, as you can see it has the map and a key. This is for the dungeon master
so he/she can tell you things like 'you can go straight or turn left', 'dead end with a lvl 1 goblin'
and the key is so the dungeon master can tell what level the monster is or a special area.
And it has a lot of dead ends, this is actually helpful the way I see it because it helps train you.
this level will have a max limit of lvl 2 this means that the maximum level you can be when you have done only this level. This is so you don't get to level 50 then go to dungeon 2.
down as lvl 1, this so you can keep track of what level your guy is. Now you've probably seen the picture by now, as you can see it has the map and a key. This is for the dungeon master
so he/she can tell you things like 'you can go straight or turn left', 'dead end with a lvl 1 goblin'
and the key is so the dungeon master can tell what level the monster is or a special area.
And it has a lot of dead ends, this is actually helpful the way I see it because it helps train you.
this level will have a max limit of lvl 2 this means that the maximum level you can be when you have done only this level. This is so you don't get to level 50 then go to dungeon 2.
Levels 2 And 3

Here are levels 2 and 3. Level 2 has a max level of 4.
Level 3 has a max level of 6. Also for both of these they
have lots of twists, turns, and dead ends and you will notice
that as you get further in to the game that the enemies are closer together this is so you aren't just "room hopping."
And on level 3 you notice that that the boss room sticks into other rooms the only real entrance is at the cross at the end.
Level 3 has a max level of 6. Also for both of these they
have lots of twists, turns, and dead ends and you will notice
that as you get further in to the game that the enemies are closer together this is so you aren't just "room hopping."
And on level 3 you notice that that the boss room sticks into other rooms the only real entrance is at the cross at the end.