Dungeon Builder Adventurer Types
Fighter — Morale: High Strength: High Hit Points: High Special Ability: Bash door
Thief — Morale: Low Strength: Low Hit Points: Medium Special Ability: Disable trap, Unlock door
Mage — Morale: Medium Strength: Low Hit Points: Low Special Ability: Fireball
Cleric — Morale: High Strength: Medium Hit Points: Medium Special Ability: Heal
Barbarian — Morale: High Strength: High Hit Points: High Special Ability: Berserk
Ranger — Morale: High Strength: Medium Hit Points: Medium Special Ability: Hatred
Paladin — Morale: High Strength: Medium Hit Points: High Special Ability: Moral Compass
Illusionist — Morale: Medium Strength: Low Hit Points: Low Special Ability: Illusion
Each special ability costs 1 charge to use (more in the case of Illusion). The player controlling the adventurers does not have to use special abilities and may choose which character uses theirs if multiples are applicable.
Bash—Cause Str damage to a door or trap (if not disarmed by Thief). Damage removes charges from the door or trap - if the item has no charges left, it is destroyed.
Berserk—Autokill: The current monster is killed no matter it's health (does not effect Dragons). The next monster encountered automatically damages the character.
Disable trap—Autokill: The revealed trap is destroyed before it goes off (does not effect the DHSSTWKBWPBGS).
Fireball—Autokill: The current monster is killed no matter it's health (does not effect Dragons or Lizardmen)
Hatred—Autokill: the first monster encountered in the dungeon is killed (does not effect Dragons, choose the next non-Dragon monster instead). If this monster type is encountered again in the dungeon, it may also be killed.
Heal—A character that has at least 1 HP goes back to full health.
Illusion— A defeated monster becomes a party member. This costs 1 charge for a base monster, 2 for the first upgrade and 3 for a two upgrade monster.
Moral Compass—A character that has at least 1 Morale goes back to full morale.
Unlock door—Autokill: The door is opened.
Autokill - an automatic kill which circumvents players using most card types and is applicable against nearly all things.
DHSSTWKBWPBGS - A deep hole with spring-loaded sides, tripwires, whirling knife blades driven by water power, broken glass and scorpions
Every new round of adventuring, the adventuring parties gain a level. This effects their stats and any special powers that have charges-
Stats: Low = rounded up (Level/2), Medium = Level, High = Level * 2
Charges = Level + 2
|Level: 1||Morale||Strength||Hit Points||Charges|
|Level: 2||Morale||Strength||Hit Points||Charges|
|Level: 3||Morale||Strength||Hit Points||Charges|
|Level: 4||Morale||Strength||Hit Points||Charges|
|Level: 5||Morale||Strength||Hit Points||Charges|
|Level: 6||Morale||Strength||Hit Points||Charges|