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/ + New Update Coming Soon!
Before new content updates arrive, take time to review Dungeon Maker guide videos from early versions to the current build. Dungeon Maker English Game Basics (by Box In A Corner) 0:00 Introduction and Menu 8:45 Dungeon Lord Selection and Errata 13:20 Battle 16:00 Reward And Building 18:30 Events 20:45 Dungeon Card 22:02 Merchant 25:05 Boss & Day 20 28:12 Non Game Related Stuff 1:42 Guide Introduction 4:32 Plan A (14 Battle Rooms and 1 Trap) 17:43 Plan B (9 Battle Rooms and 6 Traps) 26:22 Fate Selection Priorities 32:20 Begin Play Through Using Plan A 41:44 Day 20 50:05 Day 40 1:02:16 Day 60 1:18:44 Day 80 1:33:21 Day 99 1:34:48 Abyss Shop Advice Dungeon Maker D340 Guide (by Box In A Corner) Timestamps 0:00 Intro 1:32 Pre-Requisites 17:02 D340 Plan (1st Half) 31:53 D340 Plan (2nd Half) 44:18 Fate Priorities 53:58 Important Notes (Run FAQ) Dungeon Maker Video Guide for New Awakening Content Update. This video goes over all the new content added in the recent Build 10076 for Dungeon Maker Timestamps 0:00 Youtube 2018 0:30 Real introduction 2:46 Awakening 5:00 Gameplay and UI Changes (Intro) 5:57 Saving Monsters New Feature 8:38 New Difficulty Stages 11:22 UI Changes 17:55 Dungeon Fate Updates 21:26 Trial Fate Cards 24:27 Day 38 Trials 27:14 Ending Comments Dungeon Maker Build 10100 & Challenge Run (by Box In A Corner) Timestamps Intro 0:08 English Community(Like TouchArcade ) 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
What skills do you have on your Fairy? Optimizing her to cast healing wind as often as possible can help power through bad situations. From the great advice of others in this thread: Get her Overspeed if you have access to it. Make sure Healing Winds is her only active ability by having all passive/continuous abilities in the other slots. This will make her cast Healing Winds as often as possible. This made a big difference in my setup! Focus on defensive abilities like diamond skin, foresight, etc., in addition to the mandatory Mystic One. On a related note, regeneration steel (?) on your dark lord can help in the non-healing situations, especially with an optimized Fairy. edit: I also just noticed the entry room is regenerative winds (sp?), which I guess might be crucial to your build. If it isn't crucial, though, strongly consider putting a Haste room there for Fairy and company. I can't overstate how strong Fairy is once she gets going. My current build survives almost entirely from her shields.
This thing about having only a single active skill is genius, I hadn't thought of that. Do you do it via the fortune teller? Just keep getting a random skill until you get a passive one?
Either that (can cost a LOT of gold), or you just fuse monsters into your fariy (upgrade from abyss shop) with skills that you might want, for example if you have a slime with mystic one and lets say regeneration steel, your fairy will get either mystic one or regeneration steel (you can see it in the menu what skill your fariy will get), that way you don´t have to reroll skills and waste gold on the unit, fortune teller is great though for getting better skills on units you want to inherit (for example a fairy that already has 5 skills but unfortunately got 1 unwanted skill)
I'm loving this game, but the English translation is not great, and consequently I have a ton of questions. I've only played a couple days. My Lillith is at level 8. I didn't realize there was a "Hard 1" mode until just now, so I guess I'm about to try that. My questions: 1. What is the difference between Charm and Betray? What does each do exactly? 2. Weapons sometimes carry skills, but when I apply the weapons to monsters (or my Dark Lord), the skill doesn't show up. Am I missing something? Also, what happens to weapons if I merge monsters? 3. Should I keep running Lillith on "hard 0" until I get her to level 10, for the achievement? Should I go higher than 10? 4. What is Rebirth and Rebirth XP? How does this relate to acquiring Dark Stones? Do I need to clear D100 on any difficulty to gain a Dark Stone? 5. When I upgrade Lillith with another monster, no skills transfer to her. How do you give her extra skills? Does this require an unlock? Is it a waste of monsters to upgrade Lillith at all? (By contrast, I have the unlock that lets me choose which monster to upgrade or whether to create a new one, as I have the requisite monster-upgrade unlock. This lets me control skills to some extent.) 6. I have unlocked the card that lets me select new skills (except the "inherent racial" skill, I guess). I don't see people talk about that card much here. How often should I use it? Just once? In general, are the skill tiers (SS, S, etc) reliable guides to which skills are best? 7. How often should I use the merchant? I watched one of the tutorial videos by Box in a Corner, and he suggested waiting until D60 or later, so as not to waste more than one day. 8. Related to the merchant question: I've read the you should aim to have monsters at half the level of your day; so at D60, you want monsters around level 30. (And your Dark Lord too, I suppose?) How do you do this? If I don't use a merchant, I don't have enough eggs or monsters to upgrade. 9. Do people keep 1-star or 2-star monsters around? I've read the Lizardmen and maybe Goblins are worth keeping around. Are there any other good 1- or 2-star monsters? Also, is a level 50 1-star monster better than a level 35 5-star monster? 10. Is anything in the combat spam important? I've run the game at slow speed to watch "STUN" and "FEAR" proc, so that I can observe the effects of associated skills. Is there anything else I should watch for? 11. When we read a book to improve stats, does this improvement show up anywhere? E.g., higher DEF for monsters when leveling -- do we ever get notification that this happened? 12. My Goblins never make me money. Even in graveyards. I suppose I need to buff them with weapons? Should I feed other monsters to them? 13. I've read the XP is shared equally among all monsters, and that having fewer monsters does not affect how much XP each monster gets. True? Also, even excess monsters on the sidelines (that is, not being used) get XP from each battle, yes? Thanks in advance for any answers!
1. Betray iirc (can´t check rn) increases dmg by a % that the unit does on a ally, and charm makes them attack their allies, so basically to make betray usefull you need to charm or haze the enemies 2. Weapons skills don´t count towards the skill limit of the monster/darklord, they will still use them like normal skills, as for combining monsters, i only fuse monsters into another one, so no idea my guess is that the weapon/s are gone 3. No, never run low difficulties if you can play higher difficulties unless you die way too fast on higher difficulties, (which is why it might be smarter to run trial 7 instead of trial 10 for some setups) 4. You can get the stones in 3 ways (atleast in the current version) 1. Achievements 2. Rebirth Lvl up 3. Challenge Mode The first and third options are limited, while the second is only limited by how much xp you gain, achievemets for example would be any difficulty 100 days, hard 1 100 days, hard 2 100 days and so on until trial 10, or 200 days etc. or stuff like fusing 10monsters in a game you can check all achievements you can still do and see if you can do one of them for easy upgrades 5. Lilith gets skills from enhancing/fusing a monster to her that has atleast 2 skills (the first skill of every monster can not be inherited) 6. Fortune Teller? Fortune Teller is a HUGE gold sink, and you should only use it for 2 reasons : 1. Get good skills on a monster that you will inherit 2. Fix skills on darklord during a run Option 2 shouldn´t happen, but might happen in some cases, as for option 1 its the more common use of fortune teller As for skill ratings, honestly, they are not accurate whatsoever, some skills like bladestorm S rank skill (that a lot of beginners love) is pretty bad, attack scales way too bad, especially on higher difficulties, its too hard to increase the attack to decent levels, you would need a few thousand attack to make bladestorm a okay skill later on, that won´t happen on monsters, with 1k+ attack i guess you can get rid of 10-20% hp of weak heroes at around day 500 or lower, but by the time you get 1k attack on a monster, the heroes will probably have multiple 100k hp, anyway, don´t use too many attack skills is the basic gist of it, most have a really bad scaling (compared to heroes growth), most are decent at the start and you can use them upto like day 100-240 or so, afterwards they get pretty bad (there are exceptions to this rule, like shield bash or earthquake) 7. You use the merchant when you need to, its as simple as that, if you have like 500 gold and can get 1 fusion monster, you probably shouldn´t do it (there can be exceptions), if you have lets say enough gold for 3 fusion monsters and you can fuse all 3, you should think about heading for a merchant, you don´t have to, i had runs where i didn´t go merchant for 500 days, because there was no need to, if you ever struggle or if you can get a fusion room/monster that you really need, go for it, if you only want to buy rooms or monsters or something else and you know you will survive long enough to get to another merchant, don´t go to a merchant 8. That tip is probably from s.o. very low level, because your monster need more and more xp, and leveling hatcheries gets harder and harder, basically it is only appliable for the first 100 days, and even there it may not be true, so ignore that, its a pretty bad tip and it tries to generalize the game but i can tell you rn, the longer you survive, the less that applies 9. You use monsters for skills not for level, a level 500 monster with no skills or bad skills is still bad, compared to a monster with a good skillset, you can´t compare 5* monsters in general with other 1* monsters, skills matter a lot more than stats, so depends on skillset, and the reason why goblin and lizardmen (and zombies maybe with the next update) are good is because of completely different reasons to other monsters: Goblins are good because they generate you gold, you give goblins good survivability skills and put them in rooms that help them even more for survivability (for example blind,graveyard,necropolis) and your goblins will generate you a lot of gold, depending on placement, skills, day, level of goblins etc. it can vary but decent goblin setups can get 100+ gold per day Lizardmen are good because they get armor for every action (scaling with level), and there are 2 skills that synergy heavily with that, regeneration steel (S) and shield bash (C), regeneration steel changes regeneration the monster would get to twice the armor, and shieldbash, which does damage depending on armor of the unit (this is why zombie might become good in the next update because we can use unique monster skills and equip them to other monsters if i understood it correctly) 10. I always run the game on highest speed, higher speed = higher clear speed = you can do more days faster, the result won´t change by watching anyway 11. I don´t use any of the stats books, cant help you there 12. The gold you gain from goblins gets added automatically after you get the gold after a fight 13. Never bothered to check how much xp the monsters get, but yes they do level even if they don´t participate
* Ver 1.5.0 (Android first, iOS later) New Content : Hero Corruption New Feature : Mini Map, Sacrifice New Relics were added. Unique skill of some monsters were updated. The game was optimized for better game performance. * Reported Bug : In build00103, there is a problem in purchasing a full package of torture tools, only one increase in soul storage and capacity increase. If you are experiencing this problem, please update to Build00104.
Dungeon Maker 1.5.0 has been updated. The details are as follows. * main point - New feature: Fallen Hero. Capture and torture your hero and transfer them to your friend. - New function: Consciousness. Consciousness is the ability to equip monsters as sacrifices and equip them with friendly equipment (fortification) with their own skills. - New features: Minimap. The action card button on the top right will change to the mini-map button. You can see which cards are in place before the boss. - New features: captive. When you build a prison, you can capture warriors. Captured warriors can be tortured, sacrificed, or corrupted. - New card pack: Fallen * balance - Facility: Blood Shield has been changed to create an armor based on the attack power of the attacking monster, instead of causing damage, which increases the armor conversion rate. - Some of the less well used skills will be upgraded. The upgraded skills are as follows. <Regeneration, Toxic Slime, Supernatural Regeneration, Three Heads, Protective Runes, Predators, Blood Hunting, Ultrasound, Waving, Shockwaves, Shamanism, Soul Gathering, Terror Strikes, Hiding in Boxes, Life Blazing, Hellfire Nails , The waves of healing, the incarnation of fire, the nail damage poison, the nail of corruption, the nail of corruption, the existence of immortality, idolatry, the song of temptation, the form of water, the staff of confusion, the cursed wand, the ruler's wand, Hand> - The following skills will change some of the effects. * Bone Hammer: Now gives a shield, not a defense. * Frost Ax: Changed to give the enemy who entered the room a slowdown. * Fear Imprints: Along with the existing effects, it deals additional damage to enemies in fear. * Breath of Corruption: Now targets all the warriors in the dungeon. * Blade of Death: Changed to an activating skill. When you inflict additional damage to your opponent and kill your opponent with your skill, you will be given immortality to all monsters. * Black Tent: Gives confusion to warriors entering the dungeon, and changes to make additional damage to confused enemies. * Femme Fatal: Gives the fighters who enter the dungeon a fascination and is changed to inflict additional damage on fascinating enemies. * Scream of the soul: Vulnerability, weakness, fragility from granting vulnerability, weakness, fear is changed to give. * Deadly Sword: Changes to deal 15% additional damage per bad spell. * Pickpocket: The name is changed to the loot collection. When you kill an opponent, you get a chance to get gold. - etc * IREA Leaderboard is added. * New skin sets will be sold. * A new card pack is added and related items are added. * The main interface is changed. We added a separate menu to accommodate the growing screen. You can call up all other screens via the menu button. * Some action cards have improved images. We made improvements so that the images produced at the beginning were similar to those of the recently produced cards. * Elizabeth's blood-sucking impulse does not grant blood-sucking proportional to the level. * Fixed an issue where Floria's natural forces did not apply. * Fixed a problem in which the Devil's buff did not display normally. * Fixed a problem that went away when the buff level exceeded a certain level. * Fixed an issue where buffs disappeared intermittently. * Fixed an issue where some achievements have to take certain actions to check. * Fixed an issue where the effect of some books was overly overlapped. * If you draw a small gold coin pocket as a starting artifact in a new game, you will get a problem that did not apply. * Fixed an issue where the list of selected trial cards was not shown on some models. * Text errors are fixed. * Fixed some apps shutting down while running on some devices. * Fixed an issue where touch recognition did not work well on some devices. * Rebirth bonus on Normal difficulty increases to 200%. (Difficulty 1 ~ 9 also retroactive.) Dungeon Maker tried to get feedback from users as much as possible. However, if there are any missing items after the update, they will be updated immediately. Please feel free to contact us at [email protected]. Thanks!
Well, they killed a lot of potential good monsters with the new update, (lizardmen and zombie now don´t have a level scaling aka. they are really bad now) to be fair though, if they would keep the level scaling, your darklord could become immortal just by having the zombieskill on the darklord, and only leveling darklord ^^"
User feedback is constantly being reviewed. It seems to fix bugs first, and then adjust the balance later...
Local users are trying to develop new meta. At present, it seems necessary to accumulate more play data. And the developer may weaken it. It is a subtle tug of balance. But Don’t Worry! You guys are Great Dungeon Maker Users(Dark Lords). “We will find a way. We always have.”
And the prison upgrades look pretty interesting, for all of those missing goblins already, you could get a goldfarm setup with prisoners
Well i found a very interesting bug, it shows me that i can fuse a monster room although i can´t fuse one, and it says that i can´t fuse a monster (because apparently i don´t have a lizardman girl, although i have one), i guess i will try after i get a curse if i can fuse prison 2, 3 and 4 Edit: i could infact fuse a room, i just didn´t notice it because i had to scroll down (the fusion doesn´t appear at the top anymore), didn´t solve the issue with the fusion monster though
I hope they fix the fusionable not on top quick. Had to scroll down the whole room list to check is quite annoying.