recursal/Fanatic-Fandom huggingface dataset:
1.5 Meta Report

# 1.5.2 Meta Report

## Preface:

Hello Everyone!!

Since the 1.5.0 Update, I have been able to test most of the aspects of this patch. In this report, I will detail how the game looks from the Point of View of a player with no unlocks (NU), a player with some unlocks (SU) and a player with most if not all Special Upgrade rooms unlocked (MU). I will also talk about the 3 major strategies in this game. !<

Note: All of the following lists detailing what I feel to be the best are my own opinions.

## RIP Lizards

With the changes to many key monster passive abilities, there comes a shift to the early game as well as the mid-game.

Here are the best regular monsters of this meta:

 Water Golem
 Sea Drakes
 Dark Knight Girl
 Lava Golem

# New Mechanics

Now that that's clear, we can start looking at the new mechanics that were introduced this patch: Corruption and Ritual.

Corrupted Heroes are just as good if not better than fusion monsters, who have also been reworked this patch.

## Corruption:

To play this patch, you need to understand the two new facilities that came with it:

 Altar

With that in mind, the two rooms you should be paying attention to on the new Mini-map are the locations of the Dungeon and Black Market fate cards.

Now on to the meat of the matter.

# The Early Game

## Gold

With the death of goblins and new mechanics, Gold may have been nerfed, but its importance is also gone. Gold is not nearly as necessary as it used to be in the early game. Once your prison has become a workhouse, you'll be making a ton of gold every time you enter a dungeon. with 30 prisoners at 10 gold each generates 300 gold, and with the gold books generating 100 ish gold every day, that's 400 gold per dungeon and 200 to 300 gold per battle, and if you have the increased heroes and you gave them a real map of your dungeon, probably 400 ish gold per battle as well.

## Books

Books got a major buff in this patch. New relics will allow you to do the following:

1. Dark Lord Level +1 per reading session
2. All monsters Level +3 per completing a book
3. -1 Read required for all books
4. Instantly read a book that you have not completed.

# Surviving the Late game

## General Relics to Prioritize

After Trial 3, Experience is so sparce that the following relics are an absolute must:

1. Token of Friendship
2. Amber Stone

## General Books to Prioritize

Reading is very important as most people have come to realize, and reading costs a lot of potential, so a good idea is to invest in the corrupted pack for the reading synergy relics and find them in a run first before starting to read. As you'll get a lot back from reading. Now which books to prioritize first?

1. How to be rich 1 and 2. These two can be read before you acquire the relics and should be read asap.
2. LIFE/ATK/DEF book 1 can be read before acquiring the relics in a run, though I recommend you get them first. As the relics give you +3 levels to all your monsters upon finishing a book, making up for the stats lost.
Hunters' Lodge

The **Hunters' Lodge** is one of the major Factions in Seven: The Days Long Gone.

## Memories entry

*The Hunters’ Lodge is an organisation of hunters that exists on both Peh and the mainland. It was established to protect people from dangerous creatures and to provide useful materials for crafting. Members of the Lodge are certified hunters, which means they are allowed to accept contracts to hunt creatures and undertake other dangerous jobs.*
*There is a great camaraderie between the hunters of the Lodge. Members will often trade amongst each other, and usually hunt in groups.*
*On Peh, the central Hunters’ Lodge building is located within The Shallows district of Warden’s Hold. From here, Lodgemaster Elias distributes contracts. There are also three additional hunters’ camps dotted across Peh.*
*In order to become a certified member of the Lodge, prospective hunters must complete three trials. These are set by Elias, each one more challenging than the last. This is the only time non-members can take contracts.*
Sanctuary

**Sanctuary** is one of the Main Quests in Seven: The Days Long Gone.

## Walkthrough

With the clues to Savaash’s whereabouts found, Teriel sets out on locating the former contact’s hidden base on the island. The first challenge is to hack into an overseer and gain access to Peh’s transport network.

* 1. Upon leaving Lewmer if you:
* 1.1 Have already hacked Overseer #01, go to the nearest Maintenance Panel [>>] and use it.
* 1.2 If you haven’t hacked Overseer #1 yet:
* 1.2.1 Enter Checkpoint 03.
* 1.2.2 Find the Overseer #01 and breach its defences:
	+ a. Hack it.
	+ b. Use a keycard.

With the transit network breached for that particular branch, you can use the network to quickly move around the island.
During the journey to Savaash’s hideout, Artanak will reveal that Savaash was a Letargia agent here on Peh looking for an ancient vessel known as an ark. The Letargia are Drugun’s secret police organisation, with vast resources and highly-skilled, utterly ruthless operatives.
If Savaash failed in his mission to locate and access the ark, it is now your responsibility.

The cargo train eventually arrives at the old cargo station that Savaash was using as a safehouse. You find it in a state of neglect. A Letargia agent wouldn’t leave his base of operations unprotected, however, so watch out for traps.

* 2. Watch a gameplay cutscene and arrive at Savaash’s safehouse.
* 2.1 Kill the spiders in the arrival area.
* 2.2 Use the security switch to open up the door to the safehouse.

* 3. In the safehouse, you can do the following:
* 3.1 Talk to Artanak to find out more information.
* 3.2 Use sense mode to discover a switch disabling an illusion in the hideout.
* 3.3 Interact with hidden items:
* 3.3.1 A disassembled Technomagi drop pod
* 3.3.2 A stack of books
* 3.3.3 Dirty dishes
* 3.3.4 Savaash’s computer. Accessing this gives you the next clue as to Savaash’s whereabouts.

Searching through Savaash’s research and data will reveal that Savaash was planning to meet with a group called the Consortium in Warden’s Hold, the capital city of Peh. That will be your next port of call for tracking him down.
Dungeon Maker Wiki/Top section

Welcome to *Dungeon Maker* Wiki
the *Dungeon Maker* guide for Heroes, Monsters and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Dungeon Maker**Android: Version 1.6.5 (Build 10217)**
**iOS Version 1.6.1 (Build 10205)**
Prepare for battle as a mob of heroes is about to invade your territory!

Build traps facilities in your dungeon, hire monsters, discover relics with mysterious power, and protect your dungeon from heroes that came to take you down.

Read more...

Dark Lords

Lilith

Elizabeth

Rebecca

Emma

Tania

Floria

Marielle

Irea

Guides and FAQ

FAQ

New Players Guide

General Strategies
Calithea

**Calithea** is one of the Characters in Seven: The Days Long Gone.

## Memories entry

*Calithea, also known as Thea, is one of Teriel's old flames. Many years ago, they worked together as thieves in the Guild. The pair overcame many obstacles together, but one proved too challenging, and they parted ways. Until now.*
*To stop the deranged, near-invincible Cogs wreaking havoc on Peh, Calithea sabotaged the Ma'Mon torpedoes and destroyed the ship. She was unable to escape.*
Corruption (disambiguation)

**Corruption** may refer to:

* File:Status icon corruption.png Corruption – a status effect that makes damage received increases by 1% per stack of Corruption. Cannot be removed or reduced by any effect.
* Corruption(altar) – a Hero Altar that you can get by paying 500 gold in the event Abandoned Altar.

 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
1.5.5 Patch Notes

Here is the details about Dungeon Maker 1.5.5 version update.
* The following issues have been fixed and some features have been modified.
* Monster equipment Banning bug fixed.
* Dark Lord level achievement problem fixed
* Changed the attacking ability of the activating skill to apply to the total damage.
* Battle rewards display problem fixed
* Interface error fixed
* Some artifact index display problems.
* Bloodlust bug fixed
* Original pack selection problem fixed
* Added check popup on monster layout screen.
* Fixed a problem where certain monster girls' skills were changed.
* Other optimizations have improved performance on combat screens
Difficulty

Difficulties provide challenges by adding or changing aspects of the game. Higher difficulties will yield more experience. To unlock the next difficulty you must reach D100 on the current difficulty. The difficulties go from Hard 1-10 then Trial 1-10, which include Trial Cards. More have been confirmed in the future.

### **Patch 1.6.X: Random Worlds**

Introduced in this patch are Random Worlds that will start appearing after you start playing on Hard Difficulty or higher.

## Hard

Hard 1-10 are the first set of additional difficulties you can unlock.

Trials 1-10 are the second set of difficulties which yield even harder disadvantages than the Hard Difficulty challenges but give more exp as well as the addition of Trial Cards.

**Note:** Hard Difficulty Challenges do **NOT** carry over into Trial Difficulty.

## Trial

Trials 1-10 are the second set of difficulties which yield even harder disadvantages than the hards but give more exp as well as the addition of Trial Cards.
Мечник

Мечник – один из наиболее сильных наступательных бойцов в игре Stronghold Kingdoms™.

## Использование мечников

Мечники – прекрасные наступательные бойцы, сила которых возрастает, когда они дерутся плечом к плечу.

Чтобы получить доступ к мечникам, вы должны иметь ранг не ниже 13-го (Дворянин), а также завершить все необходимые исследования (см. панель справа).

## Ресурсы

Для того чтобы сделать из крестьян мечников, нужны мечи и доспехи. Мечи куются кузнецами, а хранятся они в оружейной. Доспехи бронниками; они также хранятся в оружейной. Для создания одного мечника требуется один меч, один доспех и 80 золотых.

## Исследование

Для открытия доступа к мечникам требуется исследовать мечи. Исследование мечей увеличивает здоровье мечников, позволяя им выдерживать больше урона в атаке и обороне.

## Карты

Чтобы дать своим войскам временный бонус или увеличить количество отрядов в замке, вы можете разыгрывать соответствующие карты. Некоторые из этих карт имеют мгновенный эффект и сразу считаются отыгранными; эффекты других карт действуют в течение некоторого времени. Более подробная информация приведена на самих картах.

**СОВЕТ:** перед использованием карт, мгновенно увеличивающих количество отрядов или крестьян, убедитесь, что у вас для них есть место. Эти карты не увеличивают максимальный размер вашей армии.

 **Селяне** | В выбранную вами деревню прибывают крестьяне – вы можете набрать из них мечников, если у вас достаточно денег, мечей и доспехов.
Emma

* Awakened
* Transcendent
* Harmony
* Cherry\_Blossom
* Queen
* Beach
* Halloween
* Snow
* My\_Little\_Dark\_Lord
* Lovely
* White
* Black

* Portrait
* Idle
* Attack
* FX
* Die
File:DL gif originalEmma.gifFile:DL portrait2 originalEmma.pngFile:DL fx originalEmma.pngFile:DL portrait3 originalEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait awakenedEmma.pngFile:DL gif awakenedEmma.gifFile:DL portrait2 awakenedEmma.pngFile:DL fx awakenedEmma.pngFile:DL portrait3 awakenedEmma.png
* Portrait
* Appear
* Idle
* Attack
* FX
* Die
File:DL appear transcendentEmma.gifFile:DL gif transcendentEmma.gifFile:DL portrait2 transcendentEmma.pngFile:DL fx transcendentEmma.pngFile:DL portrait3 transcendentEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait harmonyEmma.pngFile:DL gif harmonyEmma.gifFile:DL portrait2 harmonyEmma.pngFile:DL fx harmonyEmma.pngFile:DL portrait3 harmonyEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait cherryBlossomEmma.pngFile:DL gif cherryBlossomEmma.gifFile:DL portrait2 cherryBlossomEmma.pngFile:DL fx cherryBlossomEmma.pngFile:DL portrait3 cherryBlossomEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait queenEmma.pngFile:DL gif queenEmma.gifFile:DL portrait2 queenEmma.pngFile:DL fx queenEmma.pngFile:DL portrait3 queenEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait beachEmma.pngFile:DL gif beachEmma.gifFile:DL portrait2 beachEmma.pngFile:DL fx beachEmma.pngFile:DL portrait3 beachEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait halloweenEmma.pngFile:DL gif halloweenEmma.gifFile:DL portrait2 halloweenEmma.pngFile:DL fx halloweenEmma.pngFile:DL portrait3 halloweenEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait snowEmma.pngFile:DL gif snowEmma.gifFile:DL portrait2 snowEmma.pngFile:DL fx snowEmma.pngFile:DL portrait3 snowSEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait myLittleDarkLordEmma.pngFile:DL gif myLittleDarkLordEmma.gifFile:DL portrait2 myLittleDarkLordEmma.pngFile:DL fx myLittleDarkLordEmma.pngFile:DL portrait3 myLittleDarkLordEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait lovelyEmma.pngFile:DL gif lovelyEmma.gifFile:DL portrait2 lovelyEmma.pngFile:DL fx lovelyEmma.pngFile:DL portrait3 lovelyEmma.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait whiteEmma.pngFile:DL gif whiteEmma.gifFile:DL portrait2 whiteEmma.pngFile:DL fx whiteEmma.pngFile:DL portrait3 whiteEmma.png
* Portrait
* Idle
* Attack
* FX
* Die

## Mana Abilities and Passive Abilities

 Rallying Cry
 Fury Explosion
 Encouragement

 Minotaur Sisters
 Pressure
 Revenge
 Vigor
 Rage Focus

## Awakening Rebirth Levels

 12
 13
 14
 15
Dark Lord

**Dark Lord**

* Awakened
* Transcendent

* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait originalDark Lord.pngFile:DL gif originalDark Lord.gifFile:DL portrait2 originalDark Lord.pngFile:DL fx originalDark Lord.pngFile:DL portrait3 originalDark Lord.png
* Portrait
* Idle
* Attack
* FX
* Die
File:DL portrait awakenedDark Lord.pngFile:DL gif awakenedDark Lord.gifFile:DL portrait2 awakenedDark Lord.pngFile:DL fx awakenedDark Lord.pngFile:DL portrait3 awakenedDark Lord.png
* Portrait
* Appear
* Idle
* Attack
* FX
* Die

# **Mana Abilities and Passive Abilities**

 Revenge Wave
 Grudge And Revenge
Challenge Modes

### Note

You cannot succeed rooms or monsters when playing challenge modes, however, the game will let you store monsters and rooms before the run.

## Unlocking Challenge mode

* Easy Difficulty: Beat 100 days on all Hard Difficulty
* Normal Difficulty: Beat 100 days on Trial 1 and the easy mode of that challenge
* Hard Difficulty: Beat 100 days on Trial 5 and the normal mode of that challenge

## Basic Strategy

For all challenge modes EXCEPT static speed and level 1 dark lord HARD, the following strategy can be used:

* Use Tania with her 4 mana skill
* Build an Ice Pit at the entrance. Surround it by five battle rooms. Upgrade to Frost Storm when possible. The trap will hit ALL surrounding heroes whenever one enters the trap room. If you get unlucky on the components, try again.
* Otherwise, fill your dungeon ENTIRELY with battle rooms as soon as possible, and fill those rooms with the best monsters you can. This should be done by no later than Floor 80. Use rooms that give buffs to monsters (rage, concentration) and battle rooms that debuff heroes (panic, sloth, etc.). Avoid most traps.
* Try to build as many fusion monsters as you can.
* Books: don't read ANY on easy. on medium and hard, read only the Basic stat books, Grudge and Revenge, Biochem 1 and 2, How to be rich 1 + 2,
* Floor 120: this is the hardest part. Before starting this, move any monsters with Mystic One into the dark lord's room, except for level 1 dark lord where they should never reach the dark lord's room. Single giant rooms are great for this part because it reduces the likelihood of hitting your own monsters.

Rebecca can be used to complete all the challenges, the only requirements are that your Rebecca have to be at least level 12 and having fallen axe unlocked. Electric Armor is not necessary but it helps a lot if you are missing damage.

* Use Rebecca with her 4 mana skill.
* Equip Fallen Axe asap on your Rebecca and Guardians. (good skills to use are Overspeed, Mystic one, Earthquake, Sandstorm, Magic Barrier, Smoke Shell and Frosty Storm)
* Try to build as many fusion monsters and good fusion rooms as you can.
* Books: don't read ANY on easy. on medium and hard, read the Basic stat books, Immortality, Grudge and Revenge, Kings Fury, Biochem 1 + 2 and How to be rich 1 + 2
Wave Witch

**Wave Witch** is one of the Characters in Seven: The Days Long Gone.

## Memories entry

*Little is known about the strange woman known only as the Wave Witch. There are rumours that she acquired her name because she somehow survived a journey across the Tumult Sea, but nobody knows for sure if this is true.*
*Nobody knows for sure whether the Wave Witch has magical powers, although of course she reassures her clients that she does. One the most esteemed individuals to believe in her prophetic abilities is none other than Lady Firefly. The Technomagi, however, don’t perceive the Wave Witch as a threat, and tend to ignore her activities as a result.*
*The Wave Witch makes a living providing tellings for the people of Peh. People come to her for many reasons, but the majority hope to be given a glimpse into their own futures. For her tellings, the Wave Witch puts a plastic disc into a strange ancient artefact. The artefact creates cracks on the discs, and it is these cracks that she purports to “read”.*
Hallard

**Hallard** is one of the Locations in The World of Seven: The Days Long Gone.

## Memories entry

*Hallard is the Capital City of the Vetrall Empire. It is located at the heart of the empire, and is the jewel of Drugun’s realm. Hallard existed long before Drugun rose to power. The city was one of the few remaining ancient settlements left standing after the Great War. It was ruled by the Cabal magi who used the city’s ancient technology to maintain control. Hallard is a sprawling metropolis, covering a huge swathe of land. It has been constantly growing since the first days of the empire. From the air it’s easy to see the different sections of the city as new districts were built, like age rings on a tree.*
*Although no one knows the exact population of the city, it’s estimated to be around seven million souls. Although the civilian population is huge, it also boasts a large number of military personnel. The major headquarters of both the Biomancers and the Technomagi are situated in close proximity to the imperial palace.*
*The city has the most advanced technology found within the empire. Buildings rise high into the sky and power is abundant. Hallard also boasts formidable static defences in the form of perimeter walls, and gun batteries. These are concentrated around the imperial palace, which is built upon the ark that Drugun discovered there.*
1.6 Meta Report

Welcome to the 1.6.X Meta report. My name is Metalmine and I will tell you my thoughts about this patch.

## Introduction

1.6 Introduced many many new features and quality of life changes that drastically changed the difficulty curve of the game. As such, there is a meta shift to how the game is played. Mana Scientist is no longer the single best Monster to have in the game as there are other newer units that can contest that now. However, it is still incredibly good to bring 5 into a difficulty you're not familiar with. Blindsense is no longer required at all, but still a good passive skill to have and Mystic One is still required on everyone in your Dark Lord's room. Earthquake is still the single best offensive ability in the game as it does both damage and provides hard crowd control, much needed when the heroes decide to hold a full on raid in your chambers.

## New Mechanics

### What changed since 1.5?

* Cool-downs for active skills are now dependent on their targeting category.
* AI pathing is now more aggressive.
* Trial Card rework in Trial Difficulty and Legend Difficulty.
* Corruption Costs
* 10 New Heroes and their Corrupted counterparts
* Repeatable relics
* Divided Merchant functionality

#### Cool-down

The change to cool-downs can be considered a nerf to room wide and dungeon wide skills, as the rate at which they happen have been reduced to a level that is no longer ridiculous.

#### AI pathing

New pathing changes during 1.6.0 were so aggressive that heroes would head almost DIRECTLY to the Dark Lord's room and as a result, few runs can survive beyond the first few dozen days. After the pathing nerf to those changes in 1.6.1, it is now much more manageable and have almost returned to what it was like prior to the change, albeit still more aggressive than 1.5.x

The upper right and bottom right corners of dungeons with only one entrance are no longer very likely to have heroes pass through them.
2 column responsive main page (alternative)

Welcome to *Dungeon Maker* Wiki
the *Dungeon Maker* guide for Heroes, Monsters and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Dungeon Maker**Android: Version 1.6.5 (Build 10217)**
**iOS Version 1.6.1 (Build 10205)**
Prepare for battle as a mob of heroes is about to invade your territory!

Build traps facilities in your dungeon, hire monsters, discover relics with mysterious power, and protect your dungeon from heroes that came to take you down.

Read more...

Dark Lords

Lilith

Elizabeth

Rebecca

Emma

Tania

Floria

Marielle

Irea

Guides and FAQ

FAQ

New Players Guide

General Strategies

Guides

* How to play guide for Dungeon Maker
* System requirements
* Release date
* Game support

Patch Notes
1.7.x Patch Notes

Featured images

mw.loader.load('ext.slideboxlightshow');

*Dungeon Maker* Links

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Help Wiki

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Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Fate/Events

## Event

Event Fate Cards are a special type of fate card. They have a chance of being a normal battle or a random event that can reward you with: Relic / Upgrade / Damage / Monsters / Traps / Altars / Room removal / Gold / Monster Rank up.

v1.6.3 The majority of the events were reworked and in v1.7.0 2 basic events and a lot of locked events were added.

#The relics names and Bold names are clickable. they have a link to their page, so feel free to click any of them if you don't know what they do.

## Locked Events

Events Description extracted from [Duma Wiki]
Books

Books provide permanent upgrades to your Dark Lord, your allies or gold generation. You can read them in Dungeons.

Players begin with three basic books that increase monster stats on level-up: Dark Lord's Army, Survival Training, and Dungeon Defense. The rest of the books can be attained as combat rewards.

## Books

### Leveling Stat Bonuses

Both active and inactive monsters as well as your Dark lord gain the same base amount of experience at the end of a battle. No matter how many monsters you own.

#### Stat Growth

Leveling a Dark Lord raises their stats by 5 LIFE/ 1 ATK/ 0.5 DEF.

For Monster level up, one of the following stats will be increased at the given rate:

 Skill

**Books** 1/2/3 in the table are the following books. Those rates happen at **12.5% Chance.**

### Mana Generation

 Mana 101-Ch2
 Mana 101-Ch3

### Event Books

**Link to the event is in the image**

 Summoner's Book of Volcano |  | 10
 Summoner's Book of Soul |  | 10
 Unknown Encryption |  | 10
Dark Lords

Dark Lords are the all powerful bosses which defend their dungeon together with minions and rooms.

## Progression

Leveling a Dark Lord raises their stats by 5 LIFE/ 1 ATK/ 0.5 DEF.

The game however, displays the stats rounded up. Even though you might only see 5 LIFE/1 ATK on level up, it could be adding the last 0.5 to DEF.

### New Player Friendly Dark Lords

* Elizabeth : Spamming her 1 mana ability. use one of the strategies for newer players and you'll do very well with her.
* Tania : Her 4 mana ability will allow you to do very well with a more monster focused dungeon. and one of the best strategies for newer players also happens to be spam monsters.
* Emma : Same as Tania above, 4 mana is very good for monster heavy dungeons.
* Floria : Same as above.

### More set-up required Dark Lords

* Lilith
* Rebecca
* Marielle
* Irea
* Viper
Veil Of Darkness

**Veil Of Darkness** is one of the Side Quests in Seven: The Days Long Gone.

## Walkthrough

The Everglade Swamps is blanketed by an oppressive darkness, but it wasn’t always like this. Before the Biomancers started building a vast, organic carapace out of Our Saviour’s Temple, the swamp was a vibrant, colourful place. The Biomancers are growing the carapace to strengthen the signal of the neural network that they’re developing, with no concern for how it is damaging the Artee people.

* 1. This quest can be started by speaking to Kolbrek outside Elder Malik’s hut.

* 2. Kolbrek will ask you to find a way to destroy the neural nodes that are supporting the carapace growing over the swamps.

* 3. You need to gain access to Our Saviour’s Temple by either disguising yourself as a Biomancer, or sneaking in. You need to find your way to the -1 level that holds the neural cores.

* 4. Once inside, descend to Level -1, as this is where the neural nodes are located.

* 5. Use sense mode to discover the living humans integrated into the neural nodes.

* 6. Interacting with these unfortunate people will give you a hint as to how the network should be destroyed.

* 7. Use sense mode to find a gas pump in each area marked by the objective.
* 7.1 Upon discovering a gas pump, you need to approach it and interact with it.
* 7.2 The gas pump will be destroyed and the objective will disappear.

* 8. When you have destroyed all four gas pumps, an alarm will sound, and a broadcast announcing that there is a problem with the carapace.

* 9. Upon leaving the temple, you will be presented with a gameplay cutscene showing the effect of your actions. The carapace over the temple is black and static, and the carapace over the swamps has receded, allowing light to once again wash over the Everglade Swamps.

* 10. Go back to Kolbrek to give him the good news and claim your reward.
Abyss Shop/Costume

## Costume

In this tab you can purchase purely cosmetic content.

The contents of the newest costumes: Beach, Halloween, and Snow Skin Packages can only be purchased for money.

The oldest costumes can be purchased individually when choosing a Demon Lord on a New Game. (As of patch 1.6.x you can purchase Harmony, Cherry and Queen individual costumes for 100 Devil Stones)
Fate

**Fate Cards** are core to the central gameplay of Dungeon Maker, Dark Lord. They determine what will happen to your dungeon, depending on what type of Fate Card you select.

## Battle

*Battle* Fate Cards are the most common fate card available. When a battle card is selected, it will begin a battle, triggering the effects of any battle-activated Relics and further promoting heroes to enter the dungeon, up to a set amount. Battles reward Gold, EXP, and a choice of three Rewards.

## Elite Battle

*Elite Battle* Fate Cards provide a higher risk factor than normal battles, with the benefit of increased rewards. Gold, EXP, and the base Rewards for the battle is normal, however, Elite Battle also awards 1 Non-Boss Relic.

## Boss

*Boss*, or "Boss Battle" Fate Cards follow a similar formula to the other 2 types of battles. However, heroes during boss battles gain a special blessing. Boss Battles can only be accessed once every 20 days. Their reward pool is similar to a normal Battle, however, they also award 1 special Boss Relic.

*This article is a stub. You can help Dungeon Maker Wiki by expanding it.*

### Monsters become unable to use Skills

Information extracted from [Duma Wiki]

 840
 1160
 1440
 1720

## Dungeon

*Dungeon* Fate Cards allow the player a variety of options, such as the ability to upgrade units, or begin the torture of heroes.

## Merchant

The *Merchant* participates in a number of delightfully devilish interactions, all involving the exchange of Gold.

## Event

Event Fate Cards are a special type of fate card. They have a chance of being a normal battle or a random event that can reward you with: Relic / Upgrade / Damage / Monsters / Traps / Altars / Room removal / Gold / Monster Rank up.

v1.6.3 The majority of the events were reworked and in v1.7.0 2 basic events and a lot of locked events were added.

#The relics names and Bold names are clickable. they have a link to their page, so feel free to click any of them if you don't know what they do.

## Locked Events

Events Description extracted from [Duma Wiki]

## Treasure Room

Treasure rooms allows you to choose a relic out of 3 random relics that you do not have yet.

## Trial

Trial
*Trial* fate cards appear in the series of trial difficulties after you've completed the hard 10 difficulty. They serve to make the game more difficult but increase your score. If you picked a +100 pt Trial, then every day after you gain a bonus 100 pts which is then also multiplied by the trial bonus (like 600% exp bonus from Trial 1).

## Fortune Teller

Fortune teller fate card is unlocked via the abyss shop.

Fortune teller is used to change or eliminate skills from monsters or the Dark Lord
Abyss Shop/Forbidden

## Forbidden

The forbidden tab of the abyss shop is where you can pay money to unlock content of the game, the first time you enter the tab you will see the following message:

```
                                                                                                 "Hold on!"

```

```
                                                                         "Just so you know, you can get all items in Forbidden through gameplay."

```

```
                            "You can enjoy all elements of the game by drawing cards from the Original Pack, which you can buy using Devil Stones that you get from gameplay and achievement rewards."

```

```
                          "We are selling in-app-purchase items in Forbidden because we could use some extra help to pay the bills to help us keep working on updates and improvements for Dungeon Maker."

```

```
                                                "You can unlock game elements instantly and buy us a cup of coffee, but you don't have to. It's totally up to you!"

```

```
                                                                                          -A message from GameCoaster

```

note: when you purchase a package that contains something you already had unlocked, you will get the value of the unlock in devil stones.
Amber Stone (disambiguation)

**Amber Stone** may refer to:

* Cursed Amber Stone – One of three possible outcomes for the Amber Stone Event..
* Cracked Amber Stone – One of three possible outcomes for the Amber Stone Event..
* Perfect Amber Stone – One of three possible outcomes for the Amber Stone Event..

 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
Items

*This article is a stub. You can help Seven Wiki by expanding it.*

This page lists the various **items** in Seven: The Days Long Gone.

## List of items

* Auryte - A mineral mined throughout the Vetrall Empire. Auryte is the empire's standard currency.
* Fish - One of the healthiest foods in existence, provided they don't originate from Peh's poisoned lakes.
* Medium Health Syringe - This syringe contains moderate quantities of a healing compound. It will substantially restore health.

## See also

* Armor
* Weapons
Equipment

Equipment are weapons that you can add to monsters or your Dark Lord. They give bonus LIFE/ATK/DEF and sometimes also comes with an additional Skill.

## Rank 5

Generally solid equipment with an added ability.

## Platinum Rank

Equipment that needs to be unlocked via the Abyss Shop

## Challenges

Equipment that needs to be unlocked via the Challenge mode

## Monster Orbs

Unlike other weapons, Monster orbs can be created at a Black Market fate card through ritual by sacrificing a monster. The ensuing orb contains the base level 1 stats of a monster as the equipment stat and the monster's innate skill as its bonus skill.
Dungeon Maker Wiki/Bottom section

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Fate/Trial

## Trial

Trial
*Trial* fate cards appear in the series of trial difficulties after you've completed the hard 10 difficulty. They serve to make the game more difficult but increase your score. If you picked a +100 pt Trial, then every day after you gain a bonus 100 pts which is then also multiplied by the trial bonus (like 600% exp bonus from Trial 1).
Dungeon Maker Wiki

Welcome to *Dungeon Maker* Wiki
the *Dungeon Maker* guide for Heroes, Monsters and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Dungeon Maker**Android: Version 1.6.5 (Build 10217)**
**iOS Version 1.6.1 (Build 10205)**
Prepare for battle as a mob of heroes is about to invade your territory!

Build traps facilities in your dungeon, hire monsters, discover relics with mysterious power, and protect your dungeon from heroes that came to take you down.

Read more...

Dark Lords

Lilith

Elizabeth

Rebecca

Emma

Tania

Floria

Marielle

Irea

Guides and FAQ

FAQ

New Players Guide

General Strategies

Guides

* How to play guide for Dungeon Maker
* System requirements
* Release date
* Game support

Patch Notes
1.7.x Patch Notes

Featured images

*Dungeon Maker* Links

Download on Google Play

GameCoaster Official

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Abyss Shop/Devil Stone

Abyss shop guide for beginner

The Abyss shop contains 4 packs that you can purchase to acquire unlocks that will make your life easier, better, and power up things.

It is a good idea to get all the key unlocks in the Original Pack before moving on to Awakening, Advanced and Corruption.

In the Abyss shop, Devil Stone is where you use your devil stones to unlock content from packs.

### Priority Ranking

The following tables will have the following priority ratings.

 B
 C

## Original Pack

This pack is a MUST GET before all the other packs.
Runic Ax

*This article is a stub. You can help Dungeon Maker Wiki by expanding it.*

Rune Ax's main ability is the removal of immunity. One of the worst offenders at destroying runs in the later days (1k+) as Immunity on the enemy prevents negative status conditions from doing anything to them, rending many traps obsolete such as the Frost Storm.

 Give 20% additional damage for every Immune to enemy under Immune effect, and decrease their Immune stat by 5.
Rooms/Category:Altars

File:Embedded image goes here.png

Heroic Altars may appear in your dungeon as a result of certain Events, starting benefits, and playing on certain Difficulties. The Altar will be placed randomly in your dungeon prioritizing empty panels and provide the described buff to heroes that pass over them. If your dungeon has no empty panels the altar will overwrite a room.
These Altars cannot be overwritten or exchanged!

You must encounter certain Events or obtain the Boss Relic Shadow Priest's Book to remove them.

Altar is the common term Dungeon Maker uses to refer to Heroic Altars. The term also inconveniently refers to a small set of beneficial rooms.

Have a look below for the list a rooms you definitely want renovated!

Heroic Altars
Strategies/Experienced

## Experienced

### Traps

Once you have unlocked Marielle, you can begin using a particular trap setup I call the *toxic swamp*. This particular setup is great if you want to see stuff die without having too many monsters around. You utilize the Poison Leak trap room to give everything thousands of stacks of poison! By having multiple of this room setup next to each other. maybe in a 3x3 grid at the entrance of the dungeon, the enemies will step on multiple of them and activate 1-2 thousand stacks of poison PER ENEMY. This means tens if not hundreds of thousands of stacks of poison once the rooms reach level 30 ish.

### Dark Lord Focused (Stall)

Several Dark Lords are excellent at being the main source of damage, namely Elizabeth and Marielle whose 1 mana ability both scale incredibly well into the late game. In these cases your entire goal is to build up whatever scales their 1 mana damage (for Marielle post level 14) and 4 mana damage for Elizabeth post level 14. For Elizabeth, it is vampire and levels, for Marielle, it's slow stacks from Frost Storms.

While your Dark Lord is dealing damage, you will be using your monsters and facilities to completely bring enemies to a halt so that your dark lord can do her job. As such, room wide stun skills like Earthquake are amazing.
Stats

## Base Stats

### ATK

ATK or Attack, directly affects how much damage your normal attacks do. 1 ATK = 1 Damage. This stat is also used when scaling certain Dark Lords' Mana abilities or monster skills.

### DEF

DEF or Defense, directly affects how much damage you mitigate. 1 DEF = 1 Damage mitigated.

### LIFE

LIFE is Life. How much damage you can take before you die.

### Mana

Mana is a resource exclusive to your Dark Lord.

### Base Dex

Your Monsters and the enemy Heroes all act on a timer. Each action has a set base time of 1 second. This can be affected by rooms or skills or even some Dark Lord passive abilities, such as Tania's.

#### Skills that affect base Dex

* Overspeed
* Acceleration

Rooms that affect base Dex

* Rage (Acceleration)
* Haste (Direct and Acceleration)
* Pressure (Direct and Slow)
* Frosty Wind (Direct)
Skills

Skills are innate or extra abilities a Monster comes with. They can also acquire new abilities through Leveling if they have less than 2 extra skills or, a total of fewer than 3 skills on level up.

## Active Skills

These skills can be randomly activated by a unit to inflict the effect described by the skill. Having multiple of these skills does increase the likelihood of them activating.

The CD of actives skills are the following:

 **Full Dungeon** | 8 actions

## Passive Skills

These skills grants a passive effect to the unit. Having multiple of the same passive skills do not grant multiple instances of the effect to the unit.

## Grade

The grade of the skill mean this:

* Bad: really weak skills
* Situational: skills that can be good or bad depending on how the skill is used (reasons will be added when I make the template for this page)
* Good: skills that are strong without requirements or they are decent passive skills.

## Common Skills

These skills are skills that a monster can have on them on Level up or when you acquire them from a Monster Egg.

## Unlockable Passive Skills

These skills are ones that you unlock through the Abyss Shop. These skills are all **Passive** skills.

## Innate Skills

These are the skills at the top of each monster's skills list. The Dark Lord doesn't have one.
Leveling

Both active and inactive monsters as well as your Dark lord gain the same base amount of experience at the end of a battle. No matter how many monsters you own.

#### Stat Growth

Leveling a Dark Lord raises their stats by 5 LIFE/ 1 ATK/ 0.5 DEF.

For Monster level up, one of the following stats will be increased at the given rate:

 Skill

Books 1/2/3 in the table are the following books. Those rates happen at **12.5% Chance.**
Rewards

Standard reward for a Battle works as follows:

1. The game determines what to give you in each of the 2/3/4 slots of your reward chest.
	1. Weapon
	2. Monster Egg
	3. Room
	4. Monster Combination
	5. Dark Lord Upgrade
	6. Relic
2. Next, the game picks a rarity for those rewards that have a ranking
	1. Weapons
	2. Monsters in the Egg
	3. Room
	4. Relic
3. Next, the game picks specific objects within that Rank as your reward
	1. Rank x Weapon pool
	2. Rank y1/y2/y3 Monster pool (3 separately rolled ranks)
	3. Rank z Room
	4. Rank a Relic
Strategies

Welcome to the different types of strategies. These can be applied to ALL dark lords and will be separated into three different categories. Nothing unlocked, Played a little bit, End game strategies. Obviously, not all possible strategies are listed here. If you come up with a cool one yourself, feel free to contribute. Remember however that this page is for general strategies and not necessarily for those for a specific dark lord.

## New

AKA Nothing Unlocked. The following strategies are very barebones, but that's ok! Before you have many things unlocked, there isn't much else to worry about.

### Spam rooms

One of the first things a new player can do is to simply place battle rooms everywhere with maybe some traps. A dungeon tile with a room in it is much better than one without. If you do this, and trade out weaker/lower ranked monsters with those of higher levels/ranks as you go through your first few days, you should easily be able to reach Day 100 of the earlier difficulties.

### Warhorn up

Combination rooms are cool! Play with them! They'll all perform pretty ok for new players. The warhorn is a room that is especially helpful for new players. You will often be told when you ask an experienced player to place this at the entrance of your dungeon. This room is one of the first dungeon wide monster buffing effects you will encounter as it provides everyone with fury, which is basically a damage bonus to all your monsters, including your Dark Lord. With this room, and once you've unlocked even one facility successions from the Original Pack, you will easily breeze through the difficulties day 100's until you reach trial 5 through 8 ish.

## Experienced

### Traps

Once you have unlocked Marielle, you can begin using a particular trap setup I call the *toxic swamp*. This particular setup is great if you want to see stuff die without having too many monsters around. You utilize the Poison Leak trap room to give everything thousands of stacks of poison! By having multiple of this room setup next to each other. maybe in a 3x3 grid at the entrance of the dungeon, the enemies will step on multiple of them and activate 1-2 thousand stacks of poison PER ENEMY. This means tens if not hundreds of thousands of stacks of poison once the rooms reach level 30 ish.

### Dark Lord Focused (Stall)

Several Dark Lords are excellent at being the main source of damage, namely Elizabeth and Marielle whose 1 mana ability both scale incredibly well into the late game. In these cases your entire goal is to build up whatever scales their 1 mana damage (for Marielle post level 14) and 4 mana damage for Elizabeth post level 14. For Elizabeth, it is vampire and levels, for Marielle, it's slow stacks from Frost Storms.

While your Dark Lord is dealing damage, you will be using your monsters and facilities to completely bring enemies to a halt so that your dark lord can do her job. As such, room wide stun skills like Earthquake are amazing.
Monsters

Monsters are units that fight for you. You can place them inside of Battle Rooms or the Demon Lord room.

All the monster images can be found in this Link.

### Upgrade Monsters

When a monster is upgraded, they will become an elite monster receiving a flat stat boost based on the monster base stats.
For example: a monster with 10 base **ATK** will receive 9 **ATK** after becoming an elite monster, meanwhile a monsters with 22 base **ATK** will receive 12 **ATK**.

After v1.7.0 with the addition of the Adventure Pack, there is a way to upgrade multiple times a monsters making them +1, +2... +10. This upgrade gives monsters a stat boost of around 4%.

 SSS = overpowered skills if used correctly

## Locked Monsters

Locked monsters are unlocked in the abyss shop. They are found in the Original Pack.

#### Original Pack

This Pack contains normal and fusion monsters.

## Event Monsters

### Locked Event Monsters

#### **Adventurer Pack**

This Pack contain events that can give monsters directly, by reading books or by fusions.

On a run you can only have 2 elementals:

* Shadow or Light

* Fire or Nature or Water
Monsters/Images/Basic

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Shadow Gloves

When you inflict damage to an enemy, give Corpse Explosion as much as 35% of the damage inflicted (Continuous Effect)

### Useful Tips

When used with the book City of the Dead as long as the hero doesn't have armor you can stack corruption with each attack from the monster 5% per attack.

Source: https://www.reddit.com/r/DungeonMaker/comments/a2lrp6/need\_some\_help\_clarifying\_how\_mechanics\_work/eb0i12y