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Vega

Title
 Type

**Vega** is a hero in *Art of Conquest*. A street urchin taken in off the streets by the Sun Temple, Vega blossomed into a powerful priestess. She later fled the Temple when it was corrupted by darkness from within.

Vega is probably the most important hero to have if you are using an army that can be healed (any unit that is not a mechanical or undead unit) Vega and her ability favor of the sun god heals all allied forces on the battlefield which is frankly overpowered.

**Favour of the Sun God (costs 5 mana)**

Vega summons a Sun God Blessing for allied troops, causing all allies to continuously recover HP for X seconds. Has no effect on Undead, Mech, and Building Units. Bonus based on Magic

**THIS SKILL IS LITERALLY GOD TIER IT IS SO IMPORTANT TO ANY ARMY THAT HAS NONE UNDEAD/MECHINICAL UNITS THAT I AM PUTTING THIS COMMENT IN CAPITALS.**

### **Building Vega**

Vega is typical healer, so she is very squishy but provides a large range of support spells. She needs only magic as she will die if anything touches her, so just maximize her magic stat and maybe some stamina so you can use her one or two more times a day.

You want to get one point into Vega’s base skill “Heal” and use it only when you need to spot heal a group of units to keep them from dying, this spell is used more to provide “Boosted Heal” rather than the healing itself. This means get one point in Boosted Heal. After those two skills put all your points into Favor of the Sun God, make sure this skill is as high level as you can get it at all times, after that dump everything spare into Mana Barrier. If you are playing super late game put the rest into saving lives. It is also worth noting that at around stronghold 40+, casting Favor of the Sun God in PvP battles is usually not worth the cooldown because at that stage most people have lots of heal block. However, Favor of the Sun God is still very useful in PvE battles.

Equipping Vega.

Refer to Avril for equipment for early/mid game, just stack as much magic as possible. Late game you will want to equip all of Vegas plus to ability items as she has quite a few of them and they are good to have, **ESPICALLY THE ONE THAT GIVES +1 TO FAVOUR OF THE SUN GOD.**

## Abilities

 Mana Barrier | 2 Mana
 Saving Lifes | Passive
 Priestess Mastery | Passive
 Boosted Healing | Passive
 Favor of the Sun God | 5 Mana

**Note: Healing has no effect on Undead, Mech, and Building Units.**
Art of Conquest Wiki

Welcome to the Official *Art of Conquest* Wiki
the *Art of Conquest* compendium by the players, for the players.
We are currently maintaining 497 pages (81 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Heroes

Avalon
Rufio
Avril
Vega
Virion
Grimms
Gazul
Vallari
Elena
Gan
Tiadrin
Cleo
Wraxius
Rose
Gafgar
Nora
Jacques
Bane

Playable races

* Human
* Dwarf
* Lich
* Rakan

*Art of Conquest*

* How to play
* System requirements
* Buildings

Video

Wiki

* Community portal
* Admin noticeboard
* Recent changes
* General disclaimer
* Gamepedia Help Wiki
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Links

* Facebook
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About

Besiege enemy strongholds to expand your kingdom, slay nefarious dragons with a band of legendary heroes, and challenge players around the world to epic real-time battles!
FEATURES
* CHALLENGE your friends to thrilling real-time duels
* COMMAND hundreds of individual troops on a single - breathtaking field of battle
* SUMMON dozens of mythical heroes, each endowed with powerful abilities
* CHOOSE from five mighty races to raise your army
* BUILD your stronghold and besiege the enemy
* SIX embittered kingdoms strive to survive
* EXPLORE the beautiful, hand-crafted world of Nore
* DEFEAT evil bosses and loot unfathomable rewards

Release date: June 6, 2017
Brian's Computer

**Brian's Computer** is a sintracorp standard desktop computer that the player uses to access The Sintranet.

## Summary

Upon entering Office E and plugging in **Brian's Computer**, the player will be prompted to go to Office D, leading to the first encounter with anything sort of "surreal" in the game. Upon completing this section, the player will go back to the Manager's Office in Office E and acquire Brian's ID Card. This is then used to activate **Brian's Computer** and access the sintranet. The player can also use R. Corvo's ID Card in order to access a glitched section of the sintranet, known as the Corrupted Sintranet.
Alpine3

Glacier is the Alpine level 3 Card from the Dungeons in Guild of Dungeoneering.

## Description

The freeze effect reduces your playable hand for the following round to ONLY new cards drawn. For this reason, it is a good idea to play any card which allows drawing additional cards if you are unable to block the freeze effect (ex: playing Cerebrate when your opponent is about to freeze your hand will give you a total of 3 playable cards in the next round instead of just 1 card).

## Stats

* Deals 2 physical damage
* If successful, freeze hand next round
Bulwark

**Bulwark** is one of the Monsters and the Heroes traits in Guild Of Dungeoneering.

## Description

If you would take exactly 1 damage, it is ignored.

Note #1: **Bulwark** does not stop unblockable attacks dealing exactly 1 damage.

Note #2: For special effects that trigger on damage blocked (such as healing or stealing), damage prevented from **Bulwark** also triggers the special effect.
Scrounger

**Scrounger** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

[Early Stage]: One Loot choice is of a higher level than normal
[Final Stage]: In addition to Early Stage, the Hero can no longer take Treasure instead of Loot
**Scrounger** can be a decent Battle Scar while building up your Hero since the higher level Loot choice has the potential to help gain more power early on, but there are a couple of problems that prevent it from being one of the better Scars.

1) With the final stage of **Scrounger**, the inability to choose Treasure means you will be forced to select one of the Loot options after every battle or chest. When doing this, it is quite likely that you will eventually (if not frequently) have to replace some of your current gear with less desirable equipment, losing access to higher tier Abilities in the process. In short, it will ultimately be MORE difficult to attain a specific set of abilities with **Scrounger** than without it.
2) In addition to the above problem, being unable to choose Treasure may make it difficult to direct the Hero's movement, which can be very helpful in quests where you need to reach a specific tile within a time limit, or if you are trying to avoid a nasty enemy or negative Fountain effect. It is also a little harder to farm gold to build up your guild, since Treasure cards are the best way to do this (with the possible exception of choosing the "boss challenge" option after completing an area).
3) **Scrounger** loses the bonus when gaining level 3 Loot, since there is no higher level choice available (although it would be cool if a few pieces of "level 4" loot were only accessible via **Scrounger**!). Unfortunately the penalty is still present, so both of the issues listed above are still applicable, and since a Hero only deals with level 1 & 2 enemies for a short time in most cases, **Scrounger** ends up with very limited effectiveness.
Fountain Addict

**Fountain Addict** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Fountain Addict** is overall a very useful Scar. In the final stage there is no downside to putting down as many fountains as possible since negative effects from fountains are ignored, so this can be a nice way to power up before a big boss fight. Even in the early stage it can be used to help direct your Hero's movement, which is particularly useful in timed missions or when fleeing from a pursuing enemy.

[Early Stage]: The Hero is drawn toward fountains, and the first tile card each turn always has a fountain
[Final Stage]: In addition to Early Stage, the Hero becomes immune to negative fountain effects
Gullible

**Gullible** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Gullible** is a pretty bad Scar to acquire. Gaining a desired set of top tier Loot will be very difficult due to always receiving one piece of gear at a reduced level, and gaining more gold is never particularly difficult so the benefit of **Gullible** is mediocre at best. However, in the rare case that a level 2 item is highly desired, this scar allows farming for that item even when level 2 monsters are no longer offered as cards.

[Early Stage]: One Loot choice is of a lower level than normal
[Final Stage]: In addition to Early Stage, +1 to all gold gained from Treasure
## Image

File:Gullible Early.jpg
File:Gullible Final.jpg
Mask Of Destruction

Unlocked By Default | No

```

A somewhat rare relic that brings you the power of chaos and destruction. Starting a new game with the Mask Of Destruction equipped increases hero damage by +5%.

```

#### Effect

```
+5% Damage (increases hero damage by +5%).

```

#### Unlocked By

```
Defeating "Obo" (area 3 elite enemy) has a 30% chance to drop the relic.

```
Blessings

## Blessings of the Trickster

Talisman: **Trickster's Favour** - +1 loot choice slot after first 2 fights

Idol: **Trickster's Greed** - +1 loot choice slot

Shrine: **Trickster's Plunder** - +1 loot choice slot. Start with Level 1 loot choice

## Blessings of the Warrior

Talisman: **Warrior's Spirit** - +1 to first physical damage in Battle for first 2 fights

Idol: **Warrior's Might** - +1 to first physical damage in Battle

Shrine: **Warrior's Strength** - +1 to first physical damage in Battle, Crush 1

## Blessings of the Heal-Aid

Talisman: **Hug in a Bottle** - +1 HP for first 2 fights

Idol: **Phlogis Tonic** - +1 HP

Shrine: **Heart Serum** - +1 HP, Holy 1

## Blessings of the Crone

Talisman: **Crone's Knowledge** - +1 starting hand size in battle for first 2 fights

Idol: **Crone's Discipline** - +1 starting hand size in battle

Shrine: **Crone's Mind** - +1 starting hand size in battle, Arcane 1
Fine Awl

**Fine Awl** resides in the 2nd tier of the guild loot cards and contains the following cards:

* Dead Lizard Charm R1 (Arcane II)
* Fez R2 (Arcane II, Wise)
* Scroll of Souls R2 (Arcane II, Holy II, Stupidity I)
* Padded Vest R3 (Armour I, Arcane II)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Fish Scale Cowl R1 (Arcane I, +1 health)
* Eyepatch R2 (Swift II)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Saber Tooth R1 (Swift I, Blade II, Fate Cursed)
* Thermals R2 (Growth I, Fire I, Armor I)
Cleo

Title
 Type

**Cleo** is a hero in *Art of Conquest*. As the final scion of the mythical sphinxes, Cleo is heiress to unlimited knowledge. She despises the ignorant, yet they never learn to avoid her wrath.

Cleo's abilities synergize very well with each other, but there is one in particular you should be wary of.

If you play with any humanoid units, **DO NOT** place any points into the **Book of Eclipse**, this will randomly lower the overall damage of your army. If you don't use humanoid troops, place as many points as possible into this ability to make it last longer, maybe long enough for it to be triggered again before it's effects end!

Most of the time, you'll want to place most of your points into the **Tome of Creation** with leftover points into the **Tome of Wisdom** for increased Magic. Don't underestimate the black hole summoned, as it can help you achieve the No Casualties Requirement inside the Void Mirror if used properly. Remember that it cannot pull in larger creatures such as Spiders, Tanks, and Bosses.

## Abilities

 Book of Eclipse | Passive
 Tome of Pain | 1 Mana
 Tome of Wisdom | Passive
 Tome of Redemption | Passive
 Tome of Creation | 5 Mana

**NOTE**: Tome of Creation does not drag enemies of certain sizes. Ex: Spiders, Tanks, Bosses, etc...
Monk3

Before it was cool is the Monk level 3 Card from the Dungeons in Guild of Dungeoneering.

## Description

The freeze effect reduces your playable hand for the following round to ONLY new cards drawn. For this reason, it is a good idea to play any card which allows drawing additional cards if you are unable to block the freeze effect (ex: playing Cerebrate when your opponent is about to freeze your hand will give you a total of 3 playable cards in the next round instead of just 1 card).

## Stats

* Deals 1 magical damage
* If successful, freeze hand next round
Arm Cannon

Arm Cannon*
Statistics

The **Arm Cannon** is an accessory that gives 10% reduced ki usage and increased ki charge speed. It is sold by the Traveling Merchant for ~~6000\*~~60 .

The **Arm Cannon**'s 10% reduced ki usage is dysfunctional, however the ki charge speed increase still functions.

## Crafting

### Used in

Battle Kit | * **Arm Cannon**
* Worn Gloves
* Green Scouter
Aspera Crystallite

Aspera Crystallite*
Statistics

The **Aspera Crystallite** is a Hardmode accessory and the the final version of the Crystallite accessories. When equipped you gain a higher movement speed whilst charging than Influunt Crystallite, as well an extra 2500 Ki.

## Crafting

### Recipe

**Aspera Crystallite** | * Stardust Fragment (5)
* Nebula Fragment (5)
* Radiant Fragment (5)
* Vortex Fragment (5)
* Solar Fragment (5)
* Influunt Crystallite
Pyromaniac

**Pyromaniac** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

Unless you are strongly opposed to Fire cards, **Pyromaniac** is pretty good as Battle Scars go. The Burn Trait hurts both combatants so it is generally a wash, making **Pyromaniac** very similar to the 'standard' Scars in that it provides a bonus to Fire and doesn't have much of a downside. Even for a physically focused Hero, it doesn't hurt to have 1-2 levels of Fire in your hand for some emergency magical damage to penetrate Monster Abilities with high physical block. However, Burn negates the benefit of Tenacious, making this a terrible scar to have in combination with Flesh Wound.

[Early Stage]: +1 Fire
[Final Stage]: +1 Fire, gain Burn
Battle Scars

**Battle Scars** are Traits that are permanently applied to a Hero upon completion of each Dungeon. This feature that was added with v1.05 of Guild Of Dungeoneering, but the original system was completely revamped with v1.06. For those players who a fan of this feature, the options menu allows enabling or disabling the application of new **Battle Scars**.

There are a total of 17 different **Battle Scars** possible, but each Hero can only receive 2 different **scars**. Because **scars** are applied randomly and can never be removed, some Heroes will undoubtedly become favorites while others become completely unused, or may even be sacrificed in order to generate a new Hero of a certain Class. Determining which specific combination of scars is good or bad is up to each player, as both Hero Class and play style will have a very large impact on the pros/cons of each individual battle scar.

The full list of **Battle Scars** is below, separated by "staged" **scars** and "standard" **scars**.

## Staged Battle Scars

There are a total of 11 staged **Battle Scars** available, each of which starts out as the "Early Stage" version and transforms into the "Final Stage" ve
sion later. As a rule, there will be both a benefit and a penalty by the time the final stage of any **scar** is reached, but whether the benefit is applied before (early stage) or after (final stage) the penalty is applied depends on the specific **scar**.

Flesh Wound
[Early Stage]: -1 HP
[Final Stage]: -1 HP, gain Teacious
Fountain Addict
[Early Stage]: The Hero is drawn toward fountains, and the first tile card each turn always has a fountain
[Final Stage]: In addition to Early Stage, the Hero becomes immune to negative fountain effects
Gullible
[Early Stage]: One Loot choice is of a lower level than normal
[Final Stage]: In addition to Early Stage, +1 to all gold gained from Treasure
Hard Headed
[Early Stage]: +1 HP, -1 card
[Final Stage]: +2 HP, -1 card
Hubris
[Early Stage]: Seeks out higher level Monsters (same pathing change as Barbarian's Deathwish)
[Final Stage]: In addition to Early Stage, +1 HP vs higher level Monsters
Hulking
[Early Stage]: +1 HP
[Final Stage]: +1 HP, +1 Stupidity
Paranoid
[Early Stage]: +1 Armour
[Final Stage]: +1 Armour, +1 Stupidity
Punch Drunk
[Early Stage]: +1 Stupidity
[Final Stage]: +1 Stupidity, all Uhh.. cards now block 1 damage of any type
Pyromaniac
[Early Stage]: +1 Fire
[Final Stage]: +1 Fire, gain Burn
Scrounger
[Early Stage]: One Loot choice is of a higher level than normal
[Final Stage]: In addition to Early Stage, the Hero can no longer take Treasure instead of Loot
Tricksy
[Early Stage]: Start each quest with a level 1 Loot choice
[Final Stage]: In addition to Early Stage, no gold is gained from Treasure
## Standard Battle Scars

There are a total of 6 standard **Battle Scars** available. These **scars** will provide a +1 bonus to a single set of Abilities, with no downside other than possibly poor synergy with other Traits and Abilities.

Agile: +1 Swift
Mystical: +1 Arcane
Naturist: +1 Growth
Scarred: +1 Crush
Veteran: +1 Blade
Zealot: +1 Holy
Hard Headed

**Hard Headed** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Hard Headed** is generally not a very good Scar since a smaller hand size always reduces the chances of being able to play the top cards in the Hero's deck. While gaining 2 HP is a substantial benefit, in the long run more battles will be won with a larger hand and lower starting health.

[Early Stage]: +1 HP, -1 card
[Final Stage]: +2 HP, -1 card
Crewmate

**Crewmate** is one of the Monsters traits in Guild Of Dungeoneering.

## Description

Gains +1 HP if another **Crewmate** is defeated.

NOTE: Only takes effect for **Crewmates** that are already placed in the dungeon when another **Crewmate** dies. As a result, placing too many **Crewmates** at one time can be dangerous, while placing and killing them one at a time effectively negates this ability.
Avril

Title
 Type

**Avril** is a hero in *Art of Conquest*. As the last surviving disciple of the Ice Temple, Avril fights to protect her heritage and found a new temple to protect the land of Nore.

Avril is a powerful crowd controller that can turn the tide of the battle with her spells which greatly affects the battlefield, she is a great asset to your army for player vs player duels and castle sieges. Her ice spells can freeze enemies stopping them from moving or attacking for a period which allows your army to completely steamroll your way to victory. Because of her attack speed stacking with Rapid Cast and her damage from Glacial Shard, at high levels (~50) she deals more damage to walls than gold siege weapons. However, she isn't as important (but still quite useful) in PvP, as there are other, higher-priority abilities to cast.

## **Building Avril**

Avril's primary damage output is from attack speed stacking (Rapid Cast) and Glacial Shard. Put one point into each of her active abilities, then the rest into glacial shard and rapid cast. If you have any leftover points put them into gifted mage. Try to give her as much magic as possible.

## **Equipping Avril**

Get the conjurer's cap and Ancient crystal (if you know the name please edit) that give +1 to her abilities. I would also recommend the trinket that boosts frost ability power, as that affects Glacial Shard as well.

## Abilities

 Glacial Shard | Passive
 Ice Wall | 1 Mana
 Blizzard | 3 Mana
 Gifted Mage | Passive
 Rapid Cast | Passive

**Note: Units that accumulate a set amount of Freezing damage will be frozen.**
Guilds

Build your **Guilds** and grow your Heroes in Guild Of Dungeoneering.

* Trophy Room - Unlocked after completing both Quests of the first Dungeon: Rats? How Original!
* Graveyard - Unlocked after the death of 1st Hero

### Might Guild Cards

Tier I

* Hidden Den - Unlocks The Cat Burglar
* Talisman Of The Trickster - Unlocks Trickster's Favour
* Training Yard - Unlocks The Bruiser
* Talisman Of The Warrior - Unlocks Warrior's Guidance

Tier II

* Archery Range - Unlocks The Ranger
* Idol Of The Trickster - Unlocks Trickster's Skill
* Campsite - Unlocks The Barbarian
* Idol Of The Warrior - Unlocks Warrior's Endurance

Tier III

* Tavern - Unlocks The Troubador
* Shrine - Unlocks Trickster's Cruelty
* Chapel - Unlocks The Most Holy Grail Knight
* Shrine - Unlocks Warrior's Protection

### Magic Guild Cards

Tier I

* Theatre - Unlocks The Mime
* Talisman Of Heal-Aid - Unlocks Hug In A Bottle
* Library - Unlocks The Apprentice
* Talisman Of The Crone - Unlocks Crone's Knowledge

Tier II

* Standing Stones - Unlocks The Shapeshifter
* Idol Of Heal-Aid - Unlocks Phlogis Tonic
* Laboratory - Unlocks The Alchemist
* Idol Of The Crone - Unlocks Crone's Discipline

Tier III

* Games Room - Unlocks The Cartomancer
* Shrine - Unlocks Heart Serum
* Mage Tower - Unlocks The Mathemagician
* Shrine - Unlocks Crone's Wrath

### Loot Guild Cards

NOTE: All 'Unlocks' below give 6 items if the Pirate's Cove DLC is installed.

NOTE: All 'Unlocks' below give 8 or 9 items if the Ice Cream Headaches DLC is installed.

Tier I

* Blacksmith - Unlocks 4 Uncommon Items
* Leatherworker - Unlocks 4 Uncommon Items
* Woodworker - Unlocks 4 Uncommon Items
* Curio Shoppe - Unlocks 4 Uncommon Items

Tier II

* Steel Anvil - Unlocks 4 Rare Items
* Fine Awl - Unlocks 4 Rare Items
* Fine Chisel - Unlocks 4 Rare Items
* Weird And Wonderful - Unlocks 4 Rare Items

Tier III

* Adamantuium Anvil - Unlocks 4 Epic Items
* Runed Awl - Unlocks 4 Epic Items
* Runed Chisel - Unlocks 4 Epic Items
* Workshop - Unlocks The Artificer
Regions

*This article is a stub. You can help Art of Conquest Wiki by expanding it.*

A *region* is the smallest political subdivision in the world of Nore. Each kingdom has 7 regions that are *naturally* part of their territory. These regions are exclusive to the players/commanders who swore allegiance to the particular kingdom and they cannot be explored/captured by other players. There are over 162 regions in Nore.

## Exploring Regions

Unlocking a region requires a certain level of the Castle/Engine and exploring it for the first time requires a certain amount of gold.

* Allegiance: Athaly

* Allegiance: Dunwulf

* Allegiance: Icarum

* Allegiance: Hyral

* Allegiance: Neferak

* Allegiance: Skarn

## Capturing Regions

Capturing the city residing in a region will make that region part of your house's territory and ultimately your kingdom's over all territory.
Flesh Wound

**Flesh Wound** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Flesh Wound** is one of the most valuable Battle Scars after it enters the final stage, since the loss of a single point of health is far outweighed by thoughtful use of the Tenacious Trait. When Tenacious triggers it will always save a minimum of 1 HP and it can be reactivated if you manage to heal yourself to 2+ HP, so unless you take damage that gets you to exactly 1 HP it is never better to have a single point of health instead of Tenacious.

[Early Stage]: -1 HP
[Final Stage]: -1 HP, gain Tenacious
Aquatic5

Whirlwind is the Aquatic level 5 Card from the Dungeons in Guild of Dungeoneering.

## Description

Additional effects of this card are as follows:

* Any 'card draw' effects of a played card will be negated (ex: playing Cerebrate will heal the player but will NOT allow drawing of additional cards)
* Both cards drawn as a result of **Whirlwind** are face down for the next round
* The player still draws 1 additional 'face up' card as usual

The end result is that in the round following an enemy playing **Whirlwind**, the player's hand will have 3 cards, only 1 of which is face up.

## Stats

* Player discards entire hand and draw 2 cards
Paranoid

**Paranoid** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Paranoid** is an interesting Battle Scar that can either be somewhat useful or one of the worst Scars available. If the Armour Set or physical Abilities in general are desired by the Hero, the added Armour card should at least balance out the added Stupidity card, and in general will outweigh it by allowing access to higher tier Abilities.

On the flip side, if the Hero is going for other card sets (especially if focusing on magic), the Armour card is basically a waste of space just like the Stupidity card.

[Early Stage]: +1 Armour
[Final Stage]: +1 Armour, +1 Stupidity
Favour with the Fates

**Favour with the Fates** is a feature added with the purchase of the Ice Cream Headaches DLC.

## Description

**Favour with the Fates** is an feature that becomes available throughout all areas of the game if the Ice Cream Headaches DLC is installed.

**Favour** can be gained in a variety of ways:

* The Snowitch class starts with 1 **Favour** due to the Favoured trait, and gets +1 **Favour** every time the class specific ability Favour of the Frozen is used successfully
* Dealing 3+ damage while the Favourite skill is active gives the Hero +1 **Favour**
* Winning a battle on a runed tile gives +1 **Favour**
	+ The rune vanishes after the battle, so only 1 **Favour** can be gained per runed tile

**Favour** is consumed at the player's discretion as follows:

* 1 **Favour** can be used during a battle to draw an additional card. This is best used early in boss battles to maximize hand size as soon as possible, but can also be helpful if you are about to lose a battle and have a card in your deck or discard pile that might save you.
* 2 **Favour** can be used at any time in or out of battle to permanently remove a card from the Hero's starting deck. Using this in battle is risky as it could result in discarding an active card and reducing the size of your hand.
* 3 **Favour** can be used during a battle to force the enemy to discard the currently selected card. Doing this more than once would require massive amounts of **Favour**, but if you save it to remove the most dangerous of your opponent's cards from play, it can allow even a relatively weak Hero to defeat a powerful foe... assuming enough **Favour** can be earned!

Finally, the total amount of **Favour** acquired at any point in time has no impact on the Hero with the following 2 exceptions:

* Gear possessing the Fate Cursed trait will result in -2 hearts if the Hero has no **Favour with the Fates**
* Gear possessing the Fate Charged trait will give +2 hearts if the Hero has 3 or more **Favour**
Blacksmith

**Blacksmith** is a Guild room. It is a Tier I Loot Guild Card and costs 50 coins.

It contains the following cards:

* Soldier's Helmet U1 (+1 health)
* Scimitar U2 (Blade II)
* Scale Mail U3 (Armour I, +2 health)
* Mace U3 (Blade I, Crush II)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Sash U1 (Swift I, Growth I)
* Flintlock U3 (Fire II, Fury)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Alpine Horn U3 (Holy II, Ferocious)
* Stalagmite U2 (Armor II)
* Dessert Spoon U1 (Swift I, Holy I)
Items

*This article is a stub. You can help Art of Conquest Wiki by expanding it.*

**NOTE: Stats from items may vary!**

Armor
spears, swords, and arrows.

Robe
comfortable.

Cloak
ruthless.

Weapon
battle,

Staff
to magic users.
**Unique**

Shield
block great amounts of
damage.

Trinket

**Note:** There's no set item for Common(Green)

3Piece Set: Hero Bonus: Resurrect ability can be used twice in battle (effect does not stack)
3Piece Set: Hero Deploy Bonus: Friendly heroes earn 10% more experience from battles (effect does not stack)

Cloak
3Piece Set: Hero Bonus: Damage against Summoned units +200% (effect does not stack)

Banner
3Piece Set: Hero Bonus: Summoning abilities summon 10% more units (effect does not stack)

Staff

Tome
3Piece Set: Hero Deploy Bonus: Friendly heroes earn 10% more experience from battles (effect does not stack)

Bow
3Piece Set: Hero Bonus: Attack Range +20% (effect does not stack)

Shield
3Piece Set: Hero Bonus: Damage against Undead units +30% (effect does not stack)
Adamantuium Anvil

**Adamantium Anvil** resides in the 3rd tier of the guild loot cards and contains the following cards:

* Cleaver (Blade I, Stupidity I, Fury)
* Broadsword (Crush I, Ferocious)
* Winged Fury (Holy I, Retribution)
* Battle Axe (Blade III, Crush II)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Sword of the Sea (Blade II, Growth III)
* Cutlass (Blade II, Tenacious)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Mitten E1 (Arcane I, Fire I)
* Dynamite  E3 (Fire IV, Decay, Fate Cursed)
Abilities

Various **Abilities** which can be upgraded depending on the Armour or Weapons your Hero wears in Guild Of Dungeoneering. See a complete list of Abilities below.

NOTE: Please see Monster Abilities for the list of abilities used by Monsters.

### Fire Cards

Fantastic for tier one, when played with the apprentice. Ignite will win drawn out boss battles, and flamelash is a great finisher. Once you move on to tier two, start ignoring Fire.

### Holy Cards

Starts weak but ends strong. Go big or go home with Holy. Blinding light is good against the many "Take two damage and discard a card/monster heals" attacks you face. Divine shield wrecks bosses with big magic attacks.

### Swift Cards

One of the best sets if you can tier it up, but difficult to get to Haste through items. Haste is top notch, one of the best cards. Fleet-footed a great finisher.

### Arcane Cards

One of the best sets of skills due to cerebrate. Focus is actually stronger than arcane barrage. First turn cerebrate wins the fight, every time.

### Growth Cards

Decent, with refresh a great card on it's own but a poor fit with the rest. Stop at growth 2 and try to pick up arcane/holy.

### Crush Cards

A decent set for dealing damage, with demolish as a particular stand-out. Bash and Smash are useful for blocking the "take 1 damage and discard 1 card" attacks that you frequently encounter throughout the early to mid game.

### Blade Cards

An overall poor set due to the complete focus on damage, since other sets can deal similar damage but with defense, healing, or other effects mixed in.

Slice and Dice are essentially starting deck cards. Eviscerate fails to block two hits+bad stuff. Bleed is the only good card, but without synergy with the lack of defenses in this skill set.

Keeping all of this in mind, this set can still be fun when mixed with Armour for a challenging run with a physically focused Hero.

### Armour Cards

Great set, combines well with "Spikey". If playing magic, stop at brace.

### Stupidity Cards

You can get away with having one, but still dangerous. Somewhat mitigated by card-draw.
Guild of Dungeoneering Wiki/Section 3

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Runed Awl

**Runed Awl** resides in the 3rd tier of the guild loot cards and contains the following cards:

* Net (Swift III, Stupidity I)
* Wolf Hat (Armour II, Fury)
* Dueling Buckler (Armour II, Swift I, Tenacious)
* Dragon Scale (Armour III, Fire II)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Seaweed (Armour II, Growth II, Decay)
* Ocean Staff (Holy II, Blessed)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Lucky Yeti Foot E2 (Favourite)
* Ugly Sweater E3 (Fate Charged, Favourite, +2 health)
Dungeons

Explore "Dungeons" as a Hero in Guild Of Dungeoneering.

Each "Dungeon" consists of Quests.

Detailed Quest Table

## List Of ""Dungeons""

* Rats? How Original!
* Firelord
* A Victimless Crime
* Gobliiins
* None Shall Pass
* Evil Lich!
* Nosy Eye
* The Sapphire of Tlaloc
* Snakes on a Plain
* Double Trouble
* All Mixed Up
* Ogre Menace
* Dragon's Hoard
* Mine Troll
* Deep in the mines
* Target Acquired
* Mechanical Menace
* Marvelous Masterpiece
* Magnate Mogul
* The Big Plan

## Drops

Card Bonuses: +1 level on Loot dropped by Monsters
Leatherworker

**Leatherworker** is a Guild room. It is a Tier I Loot Guild Card and costs 50 coins.

It contains the following cards:

* Leather-bound Tome U1 (Arcane I, Fire I)
* Skull Cap U2 (Armour II)
* Mage Robes U2 (Arcane I, Fire I, Holy I)
* Wolf Pelt U3 (Growth II, +1 health)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Corset U2 (Armour I, Growth I)
* Tricorne U2 (Blade II)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Rope U1 (Wise)
* Fur Coat U2 (Armor II, Fate Cursed)
How to play guide for Guild of Dungeoneering

This page will serve as a basic **how to play guide for *Guild of Dungeoneering***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

*This article is a stub. You can help Guild of Dungeoneering Wiki by expanding it.*
Fine Chisel

**Fine Chisel** resides in the 2nd tier of the guild loot cards and contains the following cards:

* Bark Vest (Growth I, Stupidity I, Tenacious)
* Cursed Bow (Swift II, Ranged, Decay)
* Mind Staff (Arcane I, Fire I, Wise)
* Spiked Shield (Armour I, Blade II, Spikey)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Sea Charts (Growth I, Wise)
* Cavalier's Hat (Blade I, Swift II)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Balaclava R2 (Swift II, Tenacious)
* Climber's Axe R3 (Swift II, Blade II)
Drunken Sailor

The Drunken Sailor is added by the Pirate's Cove DLC, It acts like an tier two Hero.

It has the rum trait which whenever his health is EXACTLY one for the first time, he will go up two Health points.

* So if the Drunken Sailor is at 3 health points and has not activated RUM trait and the enemy deals 2 damage, making them fall into 1 health point, the Drunken Sailor gets 2 extra health points once.
* If the Drunken Sailor is at 0 health after being damaged, the Drunken Sailor's RUM trait will not activate leading them to die.
* If the Drunken Sailor is at 1 health point after being damaged but RUM trait had already activated once, then the Drunken Sailor will not receive 2 extra health points, since it had already happened.

He is one of the three heroes added by Pirate's Cove, all cannot be bought.
Leaper

**Leaper** is one of the Monsters traits in Guild Of Dungeoneering.

## Description

**Leaper** is a unique trait that only exists in monsters spawned from special tiles found in various adventures in the Mountains of Numb, an area accessible via the Ice Cream Headaches DLC. Since most enemies do not move, all enemies spawned with **Leaper** are also given the Aggressive trait to allow them to pursue the Hero.
Ranged

**Ranged** is one of the Heroes traits in Guild Of Dungeoneering.

## Description

All physical attacks become quick. A physical attack that is already quick gains +1 damage.

NOTE: If a Monster is finished off with a physical attack, **Ranged** applies the damage and kills the monster before any other factors are considered (such as self-inflicted damage or Retribution damage). Because of this, Heroes with **Ranged** should try to plan out such attacks as finishing moves whenever possible.
General Tips

.

The higher the level of the monster you fight, the greater the reward for defeating it. Resist the temptation to always place the easiest monster cards to fight, or you won't have equipment of a high enough level to defeat that last Boss.
Often when the game gives you a certain number of turns before the Boss will fight you, if you fight the Boss earlier than that, it will be weaker. Tooltip the boss at the start of the level and check its traits to find out.
When a level doesn't have a time limit, you are free to expand the dungeon and fight lower level monsters to build up your strength slowly. There's no need to go straight for the boss or treasure.
On levels where a boss chases you, putting down a monster directly in front of them will slow them down.
Runed Chisel

**Runed Chisel** resides in the 3rd tier of the guild loot cards and contains the following cards:

* Gnarled Oak (Growth II, Holy I)
* Voodoo Mask (Holy II, +1 health)
* Trident (Blade III)
* Coat of Thorns (Armour II, Growth I, Spikey)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Rum Barrel (Armour I, Arcane I, +1 health)
* Long Coat (Swift II, Showoff)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Ice Pick E1 (Swift II, Fate Cursed)
* Brainwave Analyser E2 (Arcane II, Fury)
Hubris

**Hubris** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

In its final stage, **Hubris** is just a weaker version of the Barbarian's Deathwish. As such, **Hubris** is a relatively weak Scar in general, and could actually be very detrimental when trying to outrun a boss Monster since +1 HP will not be enough to compensate for a poorly geared and under-leveled Hero.

The exception to this would be a Barbarian with **Hubris**, since it would essentially just power up Deathwish with absolutely no downside.

[Early Stage]: Seeks out higher level Monsters (same pathing change as Barbarian's Deathwish)
[Final Stage]: In addition to Early Stage, +1 HP vs higher level Monsters
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Curio Shoppe

**Curio Shoppe** is a Guild room. It is a Tier I Loot Guild Card and costs 50 coins.

It contains the following cards:

* Troll Femur U1 (Crush II, Growth I, Stupidity I)
* Daisy Chain U2 (Growth I, +1 health)
* Winged Staff U3 (Arcane I, Holy II)
* Masquerade Mask U3 (Arcane I, Holy II)

If the Pirate's Cove DLC is installed, the following two additional loot cards are included:

* Bandana U1 (Armour I, Swift I)
* Mariner's Medallion U3 (Holy I, Blessed)

If the Ice Cream Headaches DLC is installed, the following additional loot cards are included:

* Stalagmite U2 (Armor II)
* Snowman Head U3 (Armor II, Crush I)
Classes

Hero archetypes (aka **Classes**) in Guild Of Dungeoneering are as old as the hills. It's a concept that lets you say that this hero is good at healing and that one is better at smashing faces and basically everyone gets it straight away. However there are a couple of twists. First, a lot of classes don't sound like the regular fantasy RPG classes as there is a lot of humor injected into this game. Second, since Heroes always get reset to level 1 at the end of a map you unlock new classes rather than keep your individual character's progression. Rather than developing a particular character, you progress by customizing and leveling your guild.

## Current List Of Classes

### Starter Hero

* The Chump

First Level Heroes - Costs 50 gold

* The Cat Burglar
* The Bruiser
* The Mime
* The Apprentice

Second Level Heroes - Costs 500 gold

* The Ranger
* The Barbarian
* The Shapeshifter
* The Alchemist

Third Level Heroes - Costs 2000 gold

* The Troubador
* The Most Holy Grail Knight
* The Cartomancer
* The Mathemagician
* The Artificer

extra heroes

gravedigger

DLC Heroes - Only found

* The Drunken Sailor
* The H2Omancer
* The Swashbuckler
* The Ice Cream Monk
* The Snowitch
* The Yodeller
Quests

As an Adventurer go on Adventures & **Quests** in Guild Of Dungeoneering.

Detailed Quest Table

## List Of Adventures

* Rats? How Original!

Quest 1: Squeak squeak - Everyone's gotta start somewhere
Quest 2: Rat Pack - Defeat the rat king!
* Firelord

Quest 1: Fiery Foray - Scope out Embro's defences
Quest 2: Scorching Spoils - Loot all of Embro's treasure
Quest 3: Bath Bomb - Defeat Embro
* A Victimless Crime

Quest 1: Lovely loot - Chests full of treasure!
Quest 2: Terrible Truth - Get strong enough to beat the mimic before she catches you!
* Gobliiins

Quest 1: Goblin Menace - Take out the guards
Quest 2: Orcs! - Defeat the big orc
* None Shall Pass

Quest 1: Test your mettle - Defeat a Skeleton!
Quest 2: Flee! - Defeat a minotaur
Quest 3: Dark duel - Defeat the Black Knight!
* Evil Lich!

Quest 1: Curious Crypt - Get to the ritual chamber in time!
Quest 2: Shady Summoning - Destroy the Evil Lich
* Nosy Eye

Quest 1: Ocular Rift - Find your way into the eye-beast's lair
Quest 2: Starting Match - Steal the orb of nosiness
* The Sapphire of Tlaloc

Quest 1: Grab - Steal the sapphire
Quest 2: Run - Get out before the roof collapses!
* Snakes on a Plain

Quest 1: Why'd it have to be snakes - I hate snakes
Quest 2: Stony Stare - Defeat Medusa before you get turned to stone!
* Double Trouble

Quest 1: Venture deeper - Into the jungle in search of treasure
Quest 2: Eatin' Ettin - He's ganging up on you!
* All Mixed Up

Quest 1: Wild Life - Defend yourself!
Quest 2: Awakened - Defeat the chimera!
* Ogre Menace

Quest 1: Assassination - Defeat the ogre while he's still sleepy
* Dragon's Hoard

Quest 1: Heist - Steal 3 chests
Quest 2: Revenge - Defeat the angry Dragon!
* Mine Troll

Quest 1: Tools down - Disrupt the mining operation
Quest 2: Troll attack! - The miners set a troll on you
* Deep in the mines

Quest 1: Mine Patrol - Defeat the Cyclops
* Target Acquired

Quest 1: Steal it all! - Grab some piles of ore
Quest 2: Get out alive - Defeat the sentry before it shoots!
* Mechanical Menace

Quest 1: Deeper and deeper! - Venturing deeper into the mines you run into vampires!
Quest 2: Caught!
* Marvelous Masterpiece

Quest 1: Workshop infiltration - Get into the secret workshop
Quest 2: Demolition - Destroy the masterpiece
* Magnate Mogul

Quest 1: Security - Take out the guardians of the magnate
Quest 2: Get inside - Get into the magnate's boardroom
Quest 3: Win big - Kill the dwarf magnate before you get trapped!
* The Big Plan

Quest 1: Rough them up - Defeat some old faces
Quest 2: Operation: Ivory League sucks - Plant the evidence
Filter

In This War Of Mine you can find random Items which will help The Survivors survive.

**IMPORTANT NOTE: this information is based on the press release of This War Of Mine. It might be incomplete and could be changed in the official release.**

## Description

Homemade single use filter to purify rainwater or distill alcohol.
Alpine4

Glacier is the Alpine level 4 Card from the Dungeons in Guild of Dungeoneering.

## Description

The freeze effect reduces your playable hand for the following round to ONLY new cards drawn. For this reason, it is a good idea to play any card which allows drawing additional cards if you are unable to block the freeze effect (ex: playing Cerebrate when your opponent is about to freeze your hand will give you a total of 3 playable cards in the next round instead of just 1 card).

## Stats

* Deals 2 physical damage
* If successful, freeze hand next round
Old Town

**Enemies:** | ?

The **Old Town** is a Location in This War Of Mine. It was made accessible in update 1.3.

## Description

In-game description:

"The old town used to be a crucible of cultures. With its distinct mix of architectural styles and many great Grazi and Vyseni restaurants and pubs. Military positions in the overlooking mountains make it a dangerous place now, but if we take the risk we might find some supplies there."

This location appears empty until certain 'magnifying glass' objects are investigated. These will indicate the presence of an individual keeping refuge in the house, and explore their backstory. It is recommended to loot the basement and all immediately accessible areas of the house prior to investigating the magnifying glass objects. Near the building exit on the right-hand side of the map, writing on the wall indicates there is a sniper. Exposing your survivor from cover in this area will instigate sniper fire after a very short delay, so it is recommended to sprint into cover as soon as possible.

The initial upstairs area is accessible with a saw blade. A magnifying glass object in the kitchen area will indicate it is likely someone is living in the house. A lock-pick or crowbar (Shovel optional) is required to explore the rest of the upper level. Investigating the magnifying glass beyond the locked door appears to spawn the individual living here, "Robert." This same event will reveal a stash in the upstairs kitchen area, near the magnifying glass, which includes a unique object. The object is expressly related to Robert. Perhaps it can be activated in some special way, but its purpose beyond semi-valuable trade item is currently unknown.

After spawning, if Robert sees your survivor he will give a warning to leave, and will become hostile if the player does not comply; he is unarmed. Robert is considered an innocent civilian, and killing him will result in reduced happiness.

A pile of rubble blocks the exit on the right side of the house, and another at the right side of the upstairs area blocks an opening to a balcony leading to otherwise inaccessible loot. Proceeding further will instigate sniper fire on both the balcony and in the back yard of the house. It is possible to sprint to the tank in the backyard and use this as cover to avoid damage, however the first loot pile in the back yard is within the Sniper's line of site and looting it will instigate fire. Crossing over the balcony is likely to result in being shot, so a bulletproof vest can be useful for looting this area without being wounded.
Frost3

Freeze is the Frost level 3 Card from the Dungeons in Guild of Dungeoneering.

## Description

The freeze effect reduces your playable hand for the following round to ONLY new cards drawn. For this reason, it is a good idea to play any card which allows drawing additional cards if you are unable to block the freeze effect (ex: playing Cerebrate when your opponent is about to freeze your hand will give you a total of 3 playable cards in the next round instead of just 1 card).

## Stats

* Deals 2 magical damage
* If successful, freeze hand next round
Hulking

**Hulking** is one of the Hero Traits attainable by Battle Scars in Guild Of Dungeoneering.

## Description

**Hulking** is an OK Battle Scar depending on the luck of the Hero. If the added Stupidity card is drawn frequently, then the Hero's hand size is effectively reduced and +1 HP does NOT make up for a reduced hand size in general. In practice, however, the added Stupidity card will not show up in every battle unless you are very unlucky or consistently draw your entire deck in a single battle, making **Hulking** into a middle-of-the-road Trait when compared to the other 'staged' Scars.

[Early Stage]: +1 HP
[Final Stage]: +1 HP, +1 Stupidity
Amber Ki Infuser

Amber Ki Infuser*
Statistics

The **Amber Ki Infuser** is a Hardmode accessory. When equipped, all Ki attacks will have a chance to inflict the Ichor debuff upon hitting an enemy.

## Crafting

### Recipe

**Amber Ki Infuser** | * Angerful Ki Crystal (25)
* Scrap Metal (12)
* Cursed Flame *or* Ichor (5)

### Used in

Dragon Crystal Infuser | * Amethyst Ki Infuser
* Topaz Ki Infuser
* Sapphire Ki Infuser
* Emerald Ki Infuser
* Ruby Ki Infuser
* Diamond Ki Infuser
* **Amber Ki Infuser**
* Pure Ki Crystal (25)
* Scrap Metal (12)
* Ectoplasm (5)

## Trivia

* Unlike every other Ki Infuser, the Amber Ki Infuser's crafting recipe does not require the gem it is named after, instead using Cursed Flames or Ichor.