Dungeonmans

Dungeonmans

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To live life is to live for treasure!
By Pilla
This guide is to give a general idea on hopefully increasing your survival chances in Dungeonmans, which has permanant death should
you fail to protect your dungeonman from certain death.
   
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Starting Off!
Ok! So you've started a new Academy or whatever and now you're making that Dungeonman to be. I cannot persoanlly recommend a favorite type of trait BUT KNOW THIS! When I played pervious Dungeonmans who died a horrible death there was a lesson learned for each death.

1st!

I wanted more champions. When I realized they dropped proof of Stremf that was my ideal GOAL after coming to the conclusion that I wanted to encounter more. Thus, I choose WORLD CHAMPION as I persoanlly wanted the loots. Do note and understand that I died from this very same desire. During a fight with a boss I became swarmed with champions doe to running away to heal. Dead. My newest and current Dungeonman can easily handle champion packs now however.

2nd!

Her name is Life, so I wanted more life, lots of life. Life is good if you want to live, after dying to a tiger on a pervious dungeonman I realized the poor thing had NO life, and those combo attacks sent her to a early grave. Have you noticed? Each death for me helped build up the next dungeonman, each death was a study on "why did this happen" for me. So my next trait was SOUTHERN BORN for a increase to maximum hp. A choice I do not regret to this day.


Now that you have picked what traits YOU want (go by what you feel will benefit you the most, not what I pick). It is time to pick stats. Again, when I died, I noticed I took too much damage from magic...I wanted something unique, so I chose to put a start with high science and high skills. I also chose to be a rangerman for STICK AND MOVE. A very good skill that helped me avoid being ganged up when opening doors. By the time I died on the previous dungeonmans, I knew what skills I wanted to play with since I knew what troubles where on my hand. I strongly suggest if you are super new to first play at least TWO times before playing what you feel someone else is playing.

Lucky this guide will cover general information that can help a new player. Once you get your first Dungeonman made, you have the option to go on a small quest dungeon at the start. GO THERE! It is the best way to get a feeling on what you are in for. With so many possible combinations I cannot give you a guide on each type of play, but I can tell you if you are melee to GRAB basic archery in the 101 skills. as it will help you with the spearmans and other ranged nasties you will encounter. Relying on shield bash to get to said monsters will get you killed since it moves YOU the dungeonman closer to potential danger. Once you find a discount bow or buy one for chap, life becomes much easier.

Now for the adventure!
So now you have your caster/ranger/bannerman/warrior/whatever. As the previous section stated, if you are melee it is STRONGLY encouraged to have a bow, by taking the "basic archery 101". It will make life easier, just remember you can't use a shield if you have one so swaping out during combat might be annoying to some. As I stated as well, I had a good idea of what skills I wanted by level 6. After I put it all together I was well on my way to getting treasure and improving my gear.

The blacksmith can help you out in this task. Being a rangerman is what I started with,stick and move is the number one thing that I needed to help me out in tight spots. Mobility is what helped me survive, I will reveal the order in which I personally went.

- Ranged mobility
- Deadpulse enable
- Minions
- Even more mobility
- Damage

Anyways, general info. NVER SELL YOUR STUFF, MELT IT DOWN INSTEAD. You get plently of gold and loot, melting down your stuff for tinsteel is a BIG NO BRAINER. Just, oh god. Do. Not. Sell. Your. Stuff.

Turn in books, unless they fit into your build. Having some help with a bigger library is better because if you die, all that book using is wasted...unless you picked to be a book eater...which I think is a bad idea but whatever.

Weapo enchantments make a huge diffrence, use them. When you get to mid game, you can lock extra base type items with the ] key instead of melting them.
1 Comments
Lotraykib 18 Feb, 2016 @ 1:06pm 
Use potions/scrolls. When i started playing i didn't use any potion/scroll at all, and then i saw this awesome perk which allow to drink a potion AND have an action left in the same turn. Mad Thirsty is now a perk i can't go without.

Oh and think before acting, sometimes waiting a minute and thinking can get you out of impossible situations (barkskin potion/scroll of combat blink / potion of healing/scroll of protection for example).

Don't forget that the enchantment hammers can destroy your stuff if used too much too.
Good luck roaming the lands now.