dungeon and girls кому что дарить
Dungeon & Girls

Ульяна Кудрявцева запись закреплена
Теперь партнёрша, брать нужно тех,которые заряжают вам карты ( рыцарь смерти,химера) либо тех которые дерутся с вами на пару(гарпия, минотавр) и лучше со статусом плюс и 40-60 уровня привязанности.Хорошую партнёршу можно выбить во встроенной гаче,так что не пренебрегайте ей.
Так же можно посмотреть рекламу раз в 20 минут и накопить кристаллов 15 на всякий случай.
Так вы гарантированно пройдете феникса и впоследствии валькирию,так что удачи!
Вы можете подправить меня в комментариях,я всего трижды перепроходила игру и играю в неё с 2019 года так что я относительный новичок.
Всем удачи!
Чикен-Мак Вару запись закреплена
Первостепенно — следует сконцентрироваться на повышении уровня взаимоотношений с партнёршами: дело в том, что каждая максимально «возвышенная» девушка увеличивает изначальные характеристики Ваших героев, а вместе с тем – даёт большую вариативность для прохождения подземелий.
Показать полностью. Наиболее эффективно это можно сделать, даруя каждой даме её любимый трофей — сделать это можно, ознакомившись с «меню» группы, [также там будет информация о подземельях для «фарма» соответствующих артефактов].
Следом — я бы рекомендовала задержаться подольше в каждом подземелье и выбить имеющихся в них персонажей, а именно: Йети, Химера, Призрак, Мираж, Голем, Тёмный Эльф / возможно, иные, которых я забыла упомянуть. Опять же — для того, чтобы получить пассивный плюс к способностям и выбрать наиболее привлекательного и комфортного в геймплее героя.
Что до самой «проблемы» — я бы советовала попробовать дуэт из «Танцовщицы с мечами» и Кроликом / Куклой:
— для того, чтобы эти сочетания хорошо работали — Вам обязательно (!) необходимо взять с собой усиленные «карточки заряда» [приоритетно – сразу три, но на деле – можно обойтись и двумя], а также, во время самого прохождения, взять такие способности, как: «Танец Кинжалов» и «Сохранение на руках», дабы придержать две упомянутые выше карты до финального босса: таким образом, Вы используете два хода подряд «карты заряда», между ними – восстанавливая здоровье при помощи базового навыка Танцовщицы и, используя «Танец Клинков», наносите инфернальный урон по Серафиме, от которого оная вряд ли сможет отойти.
В ином случае — вместо попробовать Святую Хранительницу и Сирену: они представляют из себя максимально «живучую» и комфортную для игры «пачку», с которой Вы, – пусть и потратив много времени, – но наверняка покончите с Серафимой.
Characters
This page will also explain decks and cards. eventually.
There is a character base stats bonus for each MAX affection partner you have, of 10 HP and 5 Atk.
I don’t know what the stats after attack actually do, but am including them in case someone can make sense of them later. Smaller deck means less variance in what you pull and larger fraction of boosters, which are both good.
Contents
Skills [ ]
All characters follow the same pattern of skill chances to appear at a given level, but with a different set of unique skills and high boosts. At each level up, 3 are randomly chosen to be available, depending on the current weights of all skills (higher being proportionally more likely to be chosen). Some skills follow a series denoted by roman numerals, and all skills in the series have weights; I would guess that only the current number’s weight is considered and the others are ignored, but have not confirmed this. None of this has been rigorously tested in-game, so if you notice a trend in what skills you find that disagrees with the information here, try to propose an alternate skill selection algorithm given these weights.
Below is a table of weights of possible skills, where S1, S2, S3, SS, B1, B2 depend on the character chosen. (skill 1, 2, 3, special skill, high boost 1, 2). The levels with + mean it keeps that weight for all future levels, except when specifically overwritten on levels 10 and 20.
HP and Attack have 10 levels each, the first 5 levels giving double (400, 200) the last 5 (200, 100). Healing has 5 levels, each adds 3%, but * the last 2 levels have 1/3 the weight of the first 3. High boosts give (800, 400) respectively.
Hand Keep allows you to draw when you are down to two cards rather than one. Change card type will set one of the cards in your hand to that type, for the whole deck, without changing its value or distance. Escape has 3T, Change type has 4T.
| Level | Weights |
|---|---|
| 2+ | Hand Keep 20, S1 20, S2 20, S3 20 |
| 3+ | HP UP 1000, Attack Up 1000, Healing Up 300*, Escape 100, Change Attack 100, Change Charge 100, Change Counter 100, Change Heal 100 |
| 5+ | B1 10, B2 10 |
| 9+ | SS 10 |
| 10/20 | Hand Keep 100000, S1 100000, S2 100000, S3 100000, B1 50000, B2 50000, SS 50000 |
The 3+ category adds all the common skills, it leaves you with about 10% chance to find a rare skill each non-10 level, depending on what you have maxed out or gotten. Level 2 forces you to get a rare skill, pretending you got Hand Keep for simplicity, on level 10 your chances will be 6/9 to find each of S1, S2, S3, and 3/9 to find each of B1, B2, SS, with negligible chance to get the common skills. The number 9 would reduce by 1 for each 50000 weight of rare skills you have, or maybe if your B2 is blocked by your B1. Finding SS in a run won’t happen about a third of the time, depending on your other skill choices.
Dungeon Explorer [ ]
Balanced deck, 20 cards. Not much special about this character, but the partner’s bond skill can be really powerful with, for example, stun partners.
Holy Guardian [ ]
Counter-focused deck, 15 cards. Heal skills are very good, and countering reduces damage taken. Good for surviving in the later boss fights. Her basic heal actually does 66%, and her counter stance reduces damage taken to 10%, or 5% with a counter card.
Sword Dancer [ ]
Attack-focused deck, 25 cards. Survivability is poor, but can kill things very fast. Sword Dance:Boost will boost all hits of Dancing Blades and stay activated, so you can get up to 6 2.2x boosted attacks at once and kill the first 6 bosses in one turn.
Treasure Hunter [ ]
Balanced deck, 10 cards. Benefits the most from boosters due to small deck size. Skills are focused around opening chests, though if you can get both paralyze skills she becomes viable in battle.
Elemental Master [ ]
Charge-based deck, 25 cards. this character is an unused game asset.
Tys is not a playable character. She waits at the camp and gives you some guidance at the start of the game. Not much is known about her.
Dungeon Levels
The Dungeons are the places were you fight monsters, can find loot boxes, and special items. In each run you need to advance 500 meters to reach the end of the dungeon and encounter the boss. Partner capture details on the Partners page.
Scroll down to the #Enemies section for a table of where to find them.
Dungeon Mechanics [ ]
Each dungeon is 500m long, and moving in groups of 5m, that means 100 spaces long. To reach level 20 before the boss, you should average 1 encounter every 5 spaces. Visible monsters and boxes are placed semi-randomly, no more than 6 spaces apart, which you can land on to fight/open. Additionally, landing on empty space has a random chance to give the following:
Enemy strength increases every 100m, and with total depth. Within each floor:
on top of a linear increment that grows by total distance over 100. For example, Golem has 4300 base HP and 313-ish (numbers are rounded) increment. So in the 3000m level, at a distance of 350m, she will have |2.15 * 4300| + |2.15 * 313| * |3350 / 100| = 31421 hp (|| being rounding or flooring to an integer).
Bosses do not follow this pattern and have fixed stats. In the code, starting at 6000m the enemies use +1 level of multiplier, which explains the presence of a 500-595 multiplier.
Affection gain from defeating enemies is 1x from 0-195, 2x from 200-395, and 3x from 400 to end. this is multiplied by a number depending on which floor you are on, in this sequence: 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8. This means, for example, at 3350m defeating an enemy will give 2×4 or 8 affection. Fight enemies past 400m on high floors to get the most affection per battle. I think bosses give the same amount, but completing a floor gives a bonus on the results screen.
Enemies [ ]
This is a table which details where each enemy is found. Sort by the floor you are interested in, and it will place enemies in the order they appear in the floor. Mimics can appear over common box and rare box respectively, with a low chance.


















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