Hi, All~ :> Touch Arcade users have good opinions on the improvement of Dungeon Maker. If your feedback is sent to the developer, it is likely to be reflected. To send feedback to the developer, check out the developer contact below. The developer may not be able to reply, but this developer will try to reflect user feedback as much as possible. *Developer Contact : [email protected] If you need guides to Dungeon Maker, check it out. [Guide & Tip] Dungeon Maker : Dark Lord https://forums.toucharcade.com/threads/guide-tip-dungeon-maker-dark-lord.319561/
Are you missing a guide to the latest update content for this game? Please check it once. This Youtube introduces the Touch Arcade Dungeon Maker thread. Thanks & Great! XD Dungeon Maker Build 10100 & Challenge Run (by Box In A Corner) Timestamps Intro 0:08 English Community 1:37 Challenge Run Fundamentals 5:23 Challenge Rewards 12:00 Protect Your Lord Tips 16:20 Start of Challenge Run 23:20 D21 ~ D40 36:00 D41 ~ D60 46:53 D61 ~ D80 56:25 D81 ~ D100 1:07:48 D101 ~ D120 1:20:56
This is the setup I used for my first successful trial 1, day 340 run. Tania is the dark lord starting level 11. I’m interested in critiques of the layout (which I cobbled together from a variety of threads and posts.) It starts with triple warhorns with stall/debuff units. Next row is the standard goblins on graveyards. Then I stagger amplify and meditation rooms with most of my fusion monsters with appropriate synergy monsters when I could find or figure them out. Back rows are Minotaurs hopefully stacking fury from the war horns so if anything makes it back there, they get clobbered pretty fast. Hatcheries to generate units to pump my fusion monsters with. My closest calls were around turn 150. Since then I’ve mostly been on cruise control and am thinking about withdrawing. Any critiques on the layout? I’m always looking to increase my knowledge and help is appreciated. Thanks!
Alright, so you don´t really need the focus rooms, its better to use stuff like darkness (blind) or sloth (weak and slow), same thing applies to the acceleration room in front of the darklord, reason: you get acceleration and focus from tanias ability, so its more worth to just lower the dmg output of the heroes compared to increasing the dmg output of your monsters rarely (rarely= if you use up all focus/accelerate on the monsters but that only happens if they survive long enough), and a general rule that you should always do is put fairy and death knight in the first room that enemies enter (you can also put in white tiger in there), and i don´t know what you are running on them but your goal is to make the death knight and fairy pretty much unkillable (with shields etc.) while at the same time giving the death knight a good enough kit to last hit kills (for example executioner), this will increase your survivability a lot for all monsters, as for general unit placement, it is fine although i personally like to play all 6* debuffers with very supportive builds in the darklord room, so my guess is you don´t have any darklord guardians, as for the other units, its harder to tell (except for minotaurs, they are in the correct place) because god knows what other skills your units got, but its probably more worth to swap the place of shiva and baphomet, because it is probably a lot more worth to double the goblin girls dmg compared to a miniscule increase of dmg on the black knight As for withdrawing, you rarely do that in trial runs, for every day you pass you get more bonus xp for every trial card which at the end gets multiplied by the multiplier, to put it simple, the longer you survive and the more trial cards you get, the faster your xp increases, this is also the reason for why there CAN be HUGE gaps in points between people that both do a trial run to day 500 (although its rare, it can happen which is why i always only give out rough estimates for points or say that it depends on playstyle) eitherway, its not rare that 1 day makes a difference of 50k more points at day 500 on higher trial difficulties And another thing that i noticed is that you don´t have the shovel relic aswell as very few fusion rooms (basically only warhorn, which is completely overpowered until you get to trial 8) there are a lot of other very strong rooms, some of the more popular are tailwind and frosty wind and both of them are really good for tania (frosty wind is good for all builds, tailwind is only for monster focused builds) as well as many others PS: Hatcheries are not as good on tania as other darklords, and putting all xps onto the 6* units is also not necessary, its more worth on units with skills that scale directly for example lizardmen (most 6* units don´t scale at all with level)
@xovero Thanks for the comments. Very helpful. Initially I had sime follow up questions, but I think I found the answers.
If you are interested in the Dungeon Maker English Wiki, check it out. https://www.reddit.com/r/DungeonMaker/wiki/index
A couple newbie tips -by proxima1227 https://www.reddit.com/r/DungeonMaker/comments/99zy5a/a_couple_newbie_tips/ I've been playing this game for a while. I'm not an expert but I've done all the achievements and most challenges. Here are some basic concepts I wish I would have known when I started out. Priority: Treasure > Elite Battles > Regular Battles = Dungeon Rooms > Merchant when you need it > Event Rooms (unless you want to clear out shrines). Start out by picking battle rooms and filling them with whatever monsters show up. Generally don't worry about traps too much until you get the hang of the game. Hatcheries are pretty great for leveling up your monsters and lord; otherwise you will level very slowly. War Horn, Frost Storm entrance rooms: put one of these by the entrance. War Horn gives everyone fury, which is great. Surround Frost Storm with five battle rooms, and each time a hero enters it will hit all the surrounding heroes too. With dullification and boosts to cold rooms, this is sick damage that can leave your dark lord bored. Use Lizardmen: their special ability gives them armor for each attack. If you boost their attack speed (Overspeed, Tania, various rooms) they will attack faster, doing more damage and improving their durability. Give them weapons with good attack to take advantage of their durability. A couple rooms full of them are quite effective against certain challenges like the Room 120 Haze fight. Use Goblins: they give amazing amounts of money once fights grow longer. You need to keep them alive though. Stick them in cemeteries or focus on health/defense unless you're using Rebecca, Floria, or Marielle. Get Autoskill: I passed this the first time it came up in the Abyss Shop. Horrible mistake. Makes farming runs 1000% better. Adjacent means potentially 8 rooms, not just the four that share a wall. Place Unique Monsters Appropriately: White Fang, Dark Knight, Sephiroth, and Fairy all benefit from being near the front in an acceleration or damage boosting room so they empower your other monsters with their skills. Red Wyvern, Baphomet, Cleo, and Thetis go best in the back so they won't die before their skills affect all heroes. Bone Dragon, Suparna, Dryanid are all good candidates for the dark lord's room with their roomwide skills. Arachne and Shiva are good at either the starting room so their skill affects every hero who comes in, or right before or inside your dark lord's room. Stop Buying Original Packs: after you get all the unlocks, expansions, dark lord guardians, and successions. The boosts to starting level, gold, high rank monsters, and equipment chance are less optimal than what you will get in the other packs. Starting gold is also not really worth it until it's the last option. Room 120: I had no idea what was going on for a long time. Everyone gets 10 Haze, which can result in your dark lord getting 1 shotted. You can either have her solo in the room, fill it with monsters that have Mystic One and are immune to haze, or kill the heroes before they reach the dark lord. Basic Strategies for each Dark Lord: I kind of played all of them the same way, causing me to love some and hate others. Didn't realize just how differently some played. Please note these are just basic strategies to start out with, and assume the dark lord has access to the first three skills. Lilith: perhaps the strongest dark lord right now once you get her awakening. Use 4 or 10 mana skill. Prioritize charm and betray rooms and build into mirror rooms once you have that unlocked. Elizabeth: very strong and very easy. Level her up and use her to kill everything. Rebecca: use her 10 mana skill... very versatile. You can use all traps and let her kill whoever makes it to her, a mix, or all monsters empowered by her immortality boosts. Read the corpse explosion and immortality books! Emma: level her up and kill everything with her 1 skill, or use more monsters and use her 4 and 10 skills. Tania: she is faceroll easy. Use her 4 mana skill, place lots of monsters and a couple warhorn rooms, and win. Floria: use her 4 mana skill to give regen for durable monsters. Give some Steel Regeneration to survive no healing bosses, and also default to her damage skills. Marielle: use her 10 mana skill and make sure to bring Thetis with you. Use traps to kill most enemies and have a corps of strong monsters for trap dodge bosses. Marielle is great for Trials because she can remove debuffs from your monsters. Irea: haven't really used her much yet...
Monster Skill Synergy (by yourlilgoblinfriend) https://www.reddit.com/r/DungeonMaker/comments/9a5x8y/monster_skill_synergy/ Skill Synergy Now, after struggling amd toiling hard fighting the evil loli heroes that just won't let you enjoying the summer day in your damp dungeon, you finally reach the Trial difficulty. You have your beloved white fang succession killing left and right dealing massive damage. You also bring your nifty triple giant room in your ext dungeon instance. Suddenly, bam, the heroes squad ROFLstamped you in day 340. Your hands are sweating and you just couldn't understand. What is wrong with the dev? This is basically impossible! The heroes Boss are too strong! Your white fang 200+ damage doesn't even hurt them even a bit. Why? Just why? Well, at least that was what I felt back then. I was tinkering my dungeon left and right, trying the best monster composition but sadly the in game descriptions are gibberish at best or even misleading. Worry not fellow dark lord, for I will share some of the basic monster strat which (ab)use skill synergy to the max Compared to all mindless (idle) clicking game out there, or even straight Pay 2 Win paywall system, Dungeon Maker offer a fresh wind to strategy lovers gamer out there. The roguelike elements are making sure you have a different situation each time you defend your lovely dungeon from the greedy heroes. There is never a sure win strategy especially in the later stages where you must adapt accordingly to what options that you have. Sadly because our gaming culture where we are catered with all the easy stuff, we neglect one of the most crucial things here, which is skills description, buff and debuff. For example. We are itching to fill our dungeon with 5 stars monsters which is invincible and all. But sadly, it is really rare to have that much 5 stars monsters unless we play until late stages (day 500+). Surprisingly, 5 stars monsters are actually not that good! For example, the phoenix girl. 5 stars monster with an inherent classical phoenix skill [ressurect]. Is it cool? Yes! Your monster can revive from ashes and deal bunch of damage in process. But, does it actually good? Surprisingly, no! Her skill rarely synergize with others and she most usually only became a staple cannon fooder in your room. Another option will be that generic ugly looking goblins. What dungeon doesn't have goblin? He is abundant and presumably underwhelming. Especially his skill that "only" gives you 1 gold every 8 attack. What 8 attack? Heroes are slaying him even before he moves! And 1 gold? I get 50 gold each day without him! There, my dear dungeon makers, you get it really wrong. Without further ado, lettuce talk a bit about some skills synergy that we can use to repel those nasty evil hero invaders. Goblin's Den Strat Again, when you compare your ugly low level single star goblin to your shiny fully equiped White Fang, it is pretty underwhelming right? The thing is, you can only have 1 White Fang in your dungeon. Whereas you can have shiттon of goblins in it! Goblins are never meant to be used as 1 man against an army style. We need them to be abundant and hold the fort while other damage dealer monsters killing others. Put 3 goblins in 1 room. Preferably in defensive room (I will list this later). Try to combine him with magic barrier or at least absolute barrier. 3 goblins with barrier buffer each will be able to permabuff themselves with shield every turn. It will be even better if you put a single heal skill, either common heal or even better scarlet moon. Because scarlet moon scales with level, your goblin will be always healed to full HP. Combine it with Death Knight Immortalspam which I will cover later. Basically if you have 3-5 Goblin's den, which is basically a room filled with these green basterds, you can rack 100-200 gold each day. What for that amount of money you asked? In a lower difficulty it is easy to just let your money laying around until 10k. But in a later difficulty you want to appease the RNGod in merchants or even Fortune teller, just to find a monster with right skills. Trust me, you will never wrong with goblins. When you have 1* monster exclusion card, use it to kick other 1 star monsters out if the equation. It will be easy to get goblin every 2 monster eggs and finish your Goblin's Den setup before day 60. And why day 60? Because day 61 onwards is the first test to your dungeon setup as the elite room or boss room can ROFLstomped you. Goblin's Den skillset: Magic Barrier ***** Absolute Barrier *** Scarlet Moon **** Overspeed ** Foresight *** Lizardman Shieldbasher Yep. This other green fella is another hidden gem that is commonly neglected. His main skill is Sword n' Shield which will give you Armor everytime you attack. Pretty lame eh? Especially when you want to kill those perky i mean pesky heroes ASAP before they swarmed your dungeon like a locust they are. Here is the thing. Sword n' Shield SCALES WITH LEVEL. That means at later days your green friends can rack 300 armor everytime he ACTS. Now whats the use of those excess armor other than to survive the onslaught of the hero? Here comes the icing of the cake. Shield Bash deals damage scaling with your armor! It is nuts! If you have, let say, 10k armor, then you will deal 10k damage everytime Shield Bash procc. Even if you don't have that amount of Armor you can easily dish 300-500 damage which is comparable to most of the fusion monster. Now, add regeneration steel that doubles the amount of regeneration your monster get as armor. Imagine combining him with Floria's regeneration skills. You can easily rack 10k armor even before the monster reach your lizard room. You can put him in either regeneration room for a nifty small boost of armor everytime a hero gets in, or even better to acceleration room or focus room so you can deal more damage. Try to put shield buffers monster or defensive taunters with him to make sure that the heroes damages don't chip his armor so that he can racks godly amount of armor for maximum damage. He synergizes most either with Floria to boost his armor straightforwardly or with Tania to increase the amount of his armor passively (remember he gets armor everytime he attack) and more reliable shieldbash procc. Also don't forget to improve his level to 200 for maximum synergy Lizardman Shieldbasher skillset: Shieldbash ***** Regeneration Steel *** /***** with Floria Overspeed *** /***** with Tania Foresight *** Parry ** Shield Buffer roomates ***** Executioner **** Regen Buffer roomates * Taunter roomates **** Mystics ***** (we don't want our lizardman kill himself right?) Goblin Girl Backstabber Yep yep yep. Another low star monsters. Now maybe you are becoming more and more numb about how good this green gangs crazyness. I personally think the developers have a thing with green stuff. Quite different with her other greengangs, Goblin Girl need a decent stats to make her works wonderfully. That means a good attack equipment will do wonders. What is her modus operandi? Yep, Haze debuffer. Haze is one of the most underrated and underappreciated debuff. We like "faint" debuff more because it is so straightforward, stun the enemy for 1 turn. Or even vulnerable where we can dish extra damage to the heroes. Here is the thing. Haze, make the enemy attack randomly. Yep. By randomly, it also means that they can attack their teammates, or even funnier, themselves! Those Boss Hero can help us clean her own underling when she is in haze. True it is not as reliable compared with charm. But the thing is, heroes tend to focus on a single monster. With haze we can buy time for our monster to heal themselves (hello healing rain) after they hit 1 HP and proc immortality. Or even wait for a shield buff to be cast. It is crazy nifty! Now her main skill [trickery] doubles damage to a monster in haze or faint state. If your goblin girl is accelerated or even better has overspeed, she can hit the enemy 2 to 3 times even before the heroes out of haze. Haze debuff decrease by 1 everytime the heroes act, not when they are attacked. Now, add devil's cunning, which doubles again the amount of your attack to enemy with haze. Giver her executioner for another double damage. Even crazier there is a relic called shield coffin which add 100% damage when your goblin girl HP get below 10. Voodoo mask or Bigger Fight give berserk state which double again the damage against enemy. Bigger Fight room also give extra attack to boost her ATK stat. Lemme tell you something. Level 1 goblin girl with the right skill can dish 400 damage constantly whereas white fang only deals 100 damage. Crazy Green Girls. Now you ask, but giving haze is such a hassle. Should I accompany her with that weakling Imp that is really unreliable in giving haze? Nope, give her Baphomet yo. Baphomet gives an instant 3 haze to EVERY ENEMY that get into the room. Just make sure to make your baphomet a defensive/healer type for maximum greengirl power survivability Goblin Girl skillset: Devil's Cunning ***** Mystic ***** (same reason with lizardman) Executioner **** Overspeed **** Multistrike ** (remember only use 1 active skill) Bladestorm *** Earthquake *** (it deals lower damage compared with bladestorm but gives faint so it depends on your liking) Baphomet roomate ***** Shield Buffer roomate *** Immortality Buffer *** Bigger Fight **** (if you have baphomet and multiple goblin girl for better survivability) Triple Giant *** (if you have baphomet but I usually prefer to put whitefang and deathknight in this room) Burn Finisher Probably we are wondering what is even the use of burn? It just stop heroes heal themselves and that's it. Well. It is basically just that. Plain and simple. Especially when you are using Tania you get bunchload of starting burn debuffer monsters that will become a placeholder to fill up the room. That is until you meet Salamander Girl. Salamander girl mainskill is her killer move. It is a plain and simple skills, which is to explode the burning hero as much as their burn debuff stat. You can use her as a finisher (place her in the dungeon lord room or the last room before dungeon lord room) or use her as a semi-damage dealer with other burn debuffee monster. She has crazy synergy with lot's of monster skills because most of the "fire" element monster inflict crazy amount of burn that scales with level (basically 100-200 burns for d300+) and many of them are passive skills! Which means it is very reliable to procc. Suparna and Red Wyvern also give crazy amount of burn that is practically useless unless you have salamander girl finisher. There are lots of traps that inflict burn too so you can have a lots of flexibility in your dungeon setup. Perfect? Here is the catch. There will be a LOTS of Hero Boss that can clear all the debuff in heroes. Stacking too much burn will be less reliable (but higher return) as the hero can just clear all of their debuff. Using Salamander girl in the same room as burn debuffer monster kind of alleviate this problem but giving far less amount of damage. Salamander Girl skillset Overspeed ***** Parry **** Mystic * (you don't really need this because salamander girl deal negligible damage without burn debuff) Executioner **** Foresight **** Diamond Skin *** Burn Debuffer Monster ***** Bullhorn Bull Madness Yeah for Emma main this will be their staple setup. Quite tedious to set (or maybe I am just really biased with fury because I personally think fury is not that reliable) as you need plenty of bullhorn room to set this up, especially in T8 and up where there are more than 1 dungeon entrance. You basically spam as much fury as you can and put Minotaur or Minotaur King finisher in a Giant or Absolute room which is also acompanied by bunch of forge and the likes to maximize the damage. Most people that I know get the 1000000 damage accomplishment using this setup. Tauren whatev's skillset overspeed * (this is one of the few instance where overspeed is not really that useful) mystic ***** executioner ***** devil's cunning **** (if you have baphomet or haze debuffer) fury related relics *** to ***** basically try to collect as much as possible foundry ** (useful for the achievement) warhorn ***** (the most tedious and RNG dependent stuff in this setup) From what I see, fury doesn't translate to active skill damage so yeah, our tauren doesn't really need any active offensive skills. You can give him some defensive skills if you want but whatevs Menstrual Monster Madness Well, different from other strat which is pretty reliable with most of Dark Lords, Menstrual Monster Madness only works with our beloved Vampire Archduchess Elizabeth. Similiar to Bullhorn Madness where you need bullhorn to make the setup, here you need the vampire related room setup to "prepare" your killing machine, which is Elizabeth first skill. You really need the relic that decrease vampiric consumption to 0 if you have full HP because that is the only way for you to maintain a humongous DPS throughout the dungeon run. Fill in the Dungeon Lord room with the vampiric trio sister you get from the beginning for a free vampiric debuff from scarlet aurora (that scales with level which means you can rack 1k vampire per turn) and other defensive monster with scarlet moon skill. When Elizabeth has 10k vampire (and fury) her basic attack will deal as much vampire because of the bloodlust buff coming from the scarlet moon active. The most tedious thing in this strat is the fact that you need a specific skill for lots of demon lord guardian such as scarlet moon, overspeed and defensive active skills such as taunt or shield buffer Menstrual Monster Skillset scarlet moon ***** (this is your main and foremost vampire bloodlust buffer) that relic that I forget the name of that save up your vampire buff ***** that another relic that I forget the name that gives extra vampire *** that relic that I forget the name that give extra fury ** (just use your second skill for a nifty 2k fury) blood pool and other vampiric related room *** for Elizabeth just give her defensive skills to make sure she doesn't get hit at all so that her vampire counter doesn't reset such as foresight and the likes I will update with other monster synergy soon. Feel free to ask or contribute!
Hi All ~ :> New Contents Updates Upcoming! Fallen Hero, Offerings, Mini Map - New Content: Fallen Hero This content will torture heroes captured in captivity and make them fall down. So they will be your new servant. Prisons will be added to capture and detain heroes. Furthermore, major facilities such as an altar for exploiting the souls of heroes will be added. (The soul that can be obtained from the altar is a new item to trade with the Dark Merchant, which is needed to corrupt the heroes and sacrifice monsters.) - New content: Offerings This content is a function that consumes the soul and sacrifice monster to acquire the monster core containing the monster's unique ability. In the case of a monster core, it will be treated as monster equipment. - New features: Mini-Map In order to reflect the feedback of many users to be able to browse action cards, the new update adds a mini-map feature that allows you to take a small tour of all action cards. Pressing the button required to identify an existing action card will change the mini-map to display. * Message from the Dungeon Maker developer: We are working hard to get this update ready. We will do our best to new update as soon as possible. Thank you for playing our game.
Japanese musician "ELFI (Kaye)" has been enjoying Dungeon Maker too! Her group has experience in music for several games OST. (https://twitter.com/kaya_elfi/status/1039866236677500929)
Question about resource management: As I progress through trials (still playing Tania) I’m less efficient at using the various resources the game gives me. As merchant costs increase, I find that I either wait for perfect skill combinations and end up with unneeded monsters, or find myself trying to make every battle reward combine, even if I end up with a suboptimal skill addition, sometimes ending up a little starved for total monster population. Any advice?
Thanks for the shoutout! It's still missing a lot of stuff. If anyone's interested in helping fill out the wiki please let me know Yes, with facility storage and monster storage, I recomment you try to build the perfect monster or rooms you need and carry them on. As for the rest of your monsters, that's the fun of the game. You have to make the best of your situation. Which chinese text are you refering to? I have yet to encounter any yet.
This is a similar strategy to what I'm doing at the moment (L400 with Emma) which is working really well - that is, warhorns and tailwinds by the entrances, and then the rest of the dungeon filled with "debuffing battle rooms", which are all filled with monsters. I didn't bother with the goblins but I might start collecting them now I've got a laboratory (which will rank them up). The main reason that I'm optimistic of beating my record (L500 with Floria) is that its' getting **easier** as I go along: Emma has a a nuclear option with "Fury Explosion" and I don't even have to bother using it now, even on the Elite battles. I use it on the boss battles. But on a regular battle almost all of my monsters are still alive at the end. Generally, I think it scales much better, on the later levels, to get battle rooms which weaken the enemies, rather than battle rooms that strengthen your monsters. Lots of the relics relate to interactions between debuffs as well, meaning that debuffs all start to stack up. UPDATE: Defeated on day 800, on Trial 8. The difficulty increase from 780 was massive. 780 was a walkover, on 800 **I** got walked over, just absolutely trampled.
I’m interested in feedback on my current Tania Trial6 run. Initially I planned to do another triple horn run, but I ran into problems with my front line absolutely getting crushed early game. (Unsure if this was the RNG of trial cards, increasing trial tier difficulty or what exactly.) I solved that with my healing wind rooms, but at this point my kill speed doesn’t seem fast enough to keep up with hero spawn in elite and boss rooms, causing the whole dungeon to become saturated and overflow into my dark lord room. This is leading to some close calls. Lizardmen are all pretty standard shield bash builds. Minotaurs carry execute, and any of the other big dps skills (overspeed, etc.). Somehow I lucked into a big string of the staff which gives haze which are equipped on the goblin girls. The goblin girls are heavy with Devil’s Cunning. Utility monsters carry a variety of debuff status and shield skills. Mystic One is on as many monsters as I could produce. Aside from the healing wind and agility buff/debuff rooms, other fusion rooms were mostly dictated by room drops. I just made a couple room upgrades, so some of the red rooms are just random filler. I’ve had a real dearth of lounges in this game, and have a couple other rooms ready to upgrade if I find more. Average monster level is probably around 140. For the last 300 days or so I’ve been farming events for the +5 level occurance. I tried to put dungeon debuffing fusion monsters up front, and room debuffing fusion monsters with the dark lord. Any help is appreciated! Edit: after a couple more room upgrades I pushed to 880, where my run ended to a stage boss that negated healing.
This is why a single survivability trick won't cut in. We need to combine imortality, shield, armor and the rest of survivability buff to ensure this kind of situation won't occur. Also your monster levels are a bit lacking compared to the days. As the rule of thumb monster level shouldn't be less than half of the days.