Category Archives: Guild of Dungeoneering

Guild of Dungeoneering: Theme song and Troubador

Hello everybody, Geek Generation here.

I absolutely love the song, it is so catchy.


I managed to finish the game with Troubador. Troubador’s trait is Spellsword, which gives +1 ti physical attacks next turn when it deal magic damage. The most effective equipping i found was to give the Troubador equipment that grants traits Ferocious and Retribution.

Retribution gives you 1 magic damage which helps to improve physical damage the turn after, which quite likely triggers Ferocious, giving some really sweet damage.

Geek Generation out.


Guild of Dungeoneering: Cartomancer, Cat Burglar

Hello everybody, Geek Generation here.


Cartomancer CronesDiscipline

Cartomancer is probably the most over powered class in the game. The class skill, Card Storm, lets it do tons of damage in a single turn. Even monsters with Tenacious doesn’t work against Cartomancer because of how quickly the dungeoneer can achieve the combo. And also partly because of Cartomancer’s trait, which usually lets it draw another card for the finishing blow.

The blessing Crone’s Discipline is a must. As for equipment, just unlock everything that has Wise trait in it. Do not unlock anything else to minimize dilution of the equipment. Build up Arcane to level 4 quickly and everything is a breeze for Cartomancer.

Cat Burglar

After playing through with Cartomancer, i decided to play again with the Cat Burglar line. After many rounds of death, and realizing that Cat Burglar has the same amount of health as Chump, i was ready to give up on it to get a Bruiser to help advance the Cat Burglar line.

But then, i decided to give it one more try and play to Cat Burglar’s strength. The ability to find good equips quickly. I unlocked a couple more equips, focusing on those that give Health and Growth. Only then could i start winning the dungeons.

Ok, so much for now, Geek Generation out.

Guild of Dungeoneering: Mime

Hello everybody, Geek Generation here.

I completed one game using the Bruiser line of heroes, changing into Artificer toward the end. This time i decided to start with Mime line of heroes. Having liked Warrior’s Spirit in my previous game, i decided to get that blessing again.

It turned out to be a bad idea. Mime had only one physical attack in the deck. By the time the dungeoneer has collected enough equips to use physical attack reliably, the blessing would have expired.

I find the Mime to be a terrible hero and i end up grinding until 500 glory for the Shapeshifter. The Shapeshifter is stronger than the Mime, but the trait was to begin with Growth 1. But the equips from the 50 glory shops doesn’t work well with the trait. Armor had to be sacrificed to make a Growth build.

Ok so much for now, Geek Generation out.

Guild of Dungeoneering: Monsters are Coming

Hello everybody, Geek Generation here.

It turns out that the dungeons where a boss chases you down has a certain strategy to it. In those missions, the boss can move two squares while the dungeoneer can only move one square into fog.

The thing is, the boss can be slowed down by putting minions in front of it. This causes the boss to move only one square as it has to eat the minion.

So with a good run, you’ll spend all 3 actions like this: path one square away from the boss, put 1 minion in the newly created square, put 1 minion to block the boss. Try to put the minion beside your dungeoneer before putting the minion beside the boss. This helps to avoid locking the target causing the dugneoneer to head down a suicide path toward the boss.

Using this strategy, the dungeoneer can level up and equip before the boss gets him/her.

Geek Generation out.

Guild of Dungeoneering: Understanding More

Hello everybody, Geek Generation here.

I put in a couple more hours into Guild of Dungeoneering. I’ve decided that suiciding dungeoneers to grind for glory (currency, it’s not gold) is totally not worth the time. Suiciding dungeoneers is definitely not the best way to collect glory in the game.

Completing the first chapter gives a reward of over a thousand glory. So it’s best not to suicide grind for those 500g rooms, unless you’re like only a 100g short or something.

During combat, after making a choice, the other cards get turned over and has some animation. For a long while, i thought that the cards that i didn’t choose get reshuffled into the deck. It took me quite awhile to realize that the animations were extraneous; the cards that weren’t chosen stay until the next round.

This opens up alot more strategies when previously i was struggling so hard to win. Being able to plan for the next turn scored me alot more wins.


I found that the best strategy is to capitalize on Warrior’s Spirit and make the first encounter a level 2 monster instead of a level 1 monster. Warrior’s Spirit help alot in killing the higher level monster even when the dungeoneer is naked. Killing a level 2 monster rewards you with level 2 equip, which helps alot when time is against the dungeoneer.

Tips: In timed bosses, the bosses are a little easier if you path to them to fight before the time is up.

Geek Generation out.

Guild of Dungeoneering: First Impression

Hello everybody, Geek Generation here.

I was looking through Steam curator, Total Biscuit’s list and found the review for Guild of Dungeoneering. Watched the video’s criticisms and i thought that the negative oarts of the game don’t seem like they would bother me much. Went to look at metacritc score, which seemed quite alright, except that the number of reviews wasn’t that much. But the game did seem like something that i would like.

After the first couple of hours, i felt that the biggest issue i have with the game is hardly the repetitive slow animations. It’s the inability to replay dungeons that you have completed. Which makes grinding for gold a really weird affair. Does it mean i have to keep failing dungeons to grind for gold?

The game is basically a card game, somewhat like Card Hunter. Each hero have their own set of cards and acquire equipment in a dungeon to modify the card set. The heroes do not keep their levels or equipment between dungeons. This is good in a way for a Roguelike game, as there isn’t a feeling of loss when a hero dies in Guild of Dungeoneering. Heroes are automatically replaced when they die. There is no cost for failing and retrying a dungeon. In fact, as mentioned earlier, it seems to be the only way to grind for gold.

The game doesn’t seem to have alot of information about its mechanics. It took me quite awhile to realize that the heroes do not accumulate experience. They seem to level up when they kill an equal level monster.

I completed the first dungeon, “Rats? How Original” and got stucked in “Firelord” for a long time as i kept getting destroyed by Embro. In the end, i switched to another dungeon, “Gobliiins”.

The way i won Gobliiins was to play Bruiser, level it up to level 4 and kept killing level 3 monsters to collect level 3 equipment. The idea is to have lots of physical (red) block and a couple strong attack cards, or something that can boost your next attack while blocking.

Despite the seeming difficulty in earning gold, i did find myself quite liking the game. As with all card games, there’s the element of RNG (randomness), but there’s also quite abit of min-max planning involved.

All in all, Guild of Dungeoneering is more puzzle-like than Roguelike. If you like to give try out a roguelike without the genre being too daunting, Guild of Dungeoneering is definitely worth exploring.

So much for now, Geek Generation out.