We carve our way through them with ease, and by the time we face the Magnate we're on Blade IV, Armour IV, Fire III, Arcane II, Tenacious. That just leaves us a Vampire, and Earth Elemental, and a Genie to fight our way through to get to the Magnate. That's good, because it's made us hit level four. As before we follow this up with a Miner, but this time we go the other way to face a Gelatinous Cube rather than a Blind Worm.īeing a warrior mage, we're able to take this, and also the attack from a Cave Troll that immediately jumps us. It's not the best level one monster, but with our limited time limit we've got to try a fight per turn if we can. This time we start with an Infected Slime. So we send our recently successful MostlyJoe the Artificer against the magnate instead. As usual, the Most Holy Grail Knight is great against physical opponents but can't face magical ones. We've then got a Blind Worm to face, and unfortunately it kills us. We start off with a Rust Monster, for a change, and quickly kill both it and the Miner behind it. Since the previous quest was so quick, we'll immediately send Caelreth III the Most Holy Grail Knight to do this one. Magnate Mogul - Part 3 of 3 ("Win big") - You have ten turns to reach and kill the Dwarf Magnate, running a gauntlet of tough physical monsters. Not ideal for an Artificer, but not deadly. We find one in the form of a Blind Worm, and that lets us replace our Cutlass with an Ocean Staff (Holy II, Blessed), which seems like a good trade up since we've quite a few cards with minor healing.įrom that we go straight to the level three creatures and soon we're festooned with items and march confidently to the exit.įinishing the quest gives us 287 gold, and MostlyJoe the Artificer is now Gullible - which means when he gets a choice of loot, one card will be lower level than normal. Killing a Rust Monster gets us a Cutlass (Blade II, Tenacious) and we're ready for level two creatures. We start with our obligatory Albino Goblin (they're the easiest level one monster in this act) and we pick up a Net (Swift III, Stupidity I) for our trouble, which we immediately complement with a Sash (Growth I, Swift I) from a Miner. When gaining loot, they never gain "normal" loot - their choices are always from the additional (and usually better) loot we've unlocked.Īnyway, our hero enters the magnate's lair. Similarly their special ability is straightforward. There's just a nice selection of useful cards. Their base cards are:ġ x Zap-o-matic (two unblockable magic damage, one heal)ġ x Spike-o-shield (one physical damage, two physical block)ġ x Static Field (two magic gamage, one magic block)ġ x Brain Enhance Serum (one heal, gain two cards)ġ x Reflecting Ray (does magic damage equal to incoming damage this turn)ġ x Though Extractor (two magic damage, and clone opponent's next card)Īs you see, there's nothing terribly complicated here like the Cartomancer, Most Holy Grail Knight, or Mathemagician. Guild of Dungeoneering ® and Gambrinous ® are registered trademarks of Gambrinous Ltd.So, Caelreth III the Most Holy Grail Knight and MostlyJoe the Artificer join our cause, with the latter making their debut run against the Magnate Mogul. But beware, the bard is back with his unique brand of snark.
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