Premium: Return to Woodhome (lvl9)(v1.14) #Maps: 2 Difficulty: 5 General Advice: 2 Characters turned 10 on last adventure Map 1: Woodhome River Enemies: 3x Festering Zombie, 3x Zombie Attempts: 1 Difficulty: 5 Suggestions: Beware Acid bomb mobs. Map 2: Woodhome Graveyard Enemies: Festering Zombiee, 3x Zombie, 3x Skeleton Warrior Attempts: 1 Difficulty: 5 Suggestions: If you have armor removal tools, you can use the festering zombie to your advantage, if you have the mobility to get together and keep away.
Gladitorial Arena, Round 1(lvl9)(v1.14) #Maps: 3 Difficulty: 5 General Advice: None Map 1: Gladitorial Arena Battle # 4(?) Enemies: Black Ooze, 2x Trog Gouger, Lizardmen Cleric Attempts: 1 Difficulty: 5 Suggestions: Make sure to bring some non-crushing damage for the ooze. Also, if able, focus fire one of the 2 top enemies down first turn to avoid lizardman cleric stepping in. Make use of trogs starting with back from you (non-fuctional armor from behind) - so middle trog is a good start if you can back it up with some penetrating, or otherwise you'll just have him hop off the vp grid. Win/Win. Map 2: Gladitorial Arena Battle # 5(?) Enemies: Miriam Sanctar - Human Priest (19/14/Run), Tall Beech Tree (21/23/Walk), 3x Kobold Avenger Attempts: 1 Difficulty: 5 Suggestions: Target priest with long ranged casts, unless you can kill off an avenger quickly. Stay away from the slow tree, make sure you're mobile so you can end turn with at least contested spots. Keep killing 1 mob per round and you'll win in no time. Map 3: Gladitorial Arena Battle # 6(?) Enemies: Lumbrezz the Mad - Human Wizard (16/13/Run), Holloborn the Nimble - Elf Warrior (19/15/Dash), Vingus Stoneblessed - Dwarf Priest (23/16/Walk) Attempts: 1 Difficulty: 5 Suggestions: Warrior seems aggressive, take him on first, then the mage (dont stay too close in formation for his arcing spark). Priest is toughest (heavy armor, lots of heals and bashes).
Garnet Demon Portal (lvl10)(v1.14) #Maps: 6 Difficulty: 5 General Advice: Resistant Hide for great w1n. Be aware that some imps are actually Sprites - a mor dangerous version, only fire seems to have it's own model at 1.14. Map 1: Chamber of Pillars Enemies: 2x Arcane Imp (M10/15/Run), 2x Frost Imp (M10/20/Walk), 2x Lightning Imp(M11/19/Dash) Attempts: 1 Difficulty: 5 Suggestions: Keep to outside, use LoS and bait some. Don't rush into middle. Map 2: Chamber of Boulders Enemies: 3x Lightning Imp, 3x Fire Sprite Attempts: 1 Difficulty: 5 Suggestions: Keep LoS to those you can't engage while wittling them down. Map 3: Chamber of Bones Enemies: 3x Frost Imp, 3x Arcane Sprite (14/23/Run) Attempts: 2 Difficulty: 6 Suggestions: Keep LoS to those you can't engage while wittling them down. Map 4: Chamber Of Passages Enemies: 2x Acid Sprite (M13/20/Run), 2x Arcane Sprite Attempts: 1 Difficulty: 4 Suggestions: Keep LoS to those you can't engage while wittling them down. Apart from a lot of acid pools, not that hard Map 5: Chamber Of Bridges Enemies: 3x Lightning Imp, 2x Fire Sprite, 2x Acid Sprite Attempts: 1 Difficulty: 5 Suggestions: Keep LoS to those you can't engage while wittling them down. Resistant hide a great boon, lots of acid Map 6: Chamber Of the Garnet Portal Enemies: 2x Fire Sprite, 2x Acid Sprite, 2x Arcane Sprite Attempts: 1 Difficulty: 5 Suggestions: Keep LoS to those you can't engage while wittling them down.
The Vicious Tombs (lvl10)(v1.14) #Maps: 3 Difficulty: 6 General Advice: Make sure to bring gear to manage the two immunity types! Map 1: the Dripping Grave Enemies: 4x Black Ooze, Armored Skeleton Attempts: 2 Difficulty: 7 Suggestions: Difficult monster combo, bringing acid, dissolve armor et c can help unless you're packing penetrating attacks. Chop is great vs ooze, but useless vs skeleton. Map 2: Oozing Cavern Enemies: 2x Black Ooze, 2x Yellow Pudding (M18/27/Walk) Attempts: 1 Difficulty: 5 Suggestions: Puddings have some nasty cards (dissolve armor et c) - if they deathmeld, keep them apart. Chop chop. Map 3: Burnt Pudding Enemies: 3x Yellow Pudding, 2x Burning Skeleton Attempts: 2 Difficulty: 6 Suggestions: Top niche can be a good place to huddle, try to get as much damage on skeletons until puddings reach you.
Premium: The Sinister Woods (Lvl10)(v1.14) #Maps: 3 Difficulty: 5 General Advice: Feel like BBQ? I hear wood burn well... Map 1: Stand of Maples Enemies: 2x Young Maple Tree, Stout Maple Tree (20/25/Walk), 2x Forest Spider (M15/ 14/Run) Attempts: 1 Difficulty: 4 Suggestions: Pretty easy, kill off spiders before they reach you - the trees are running scared, so pick them off with range. Map 2: Beech Copse Enemies: 2x Beech Tree, Stout Maple Tree, Tall Beech Tree Attempts: 1 Difficulty: 5 Suggestions: Focus fire the megatree as quickly as you can, try to kill the others at range. Map 3: Enchanted Thicket Enemies: Tall Beech Tree, 3x Forest Spider, 2x Sparkler Attempts: 2 Difficulty: 6 Suggestions: If you can get the Tall Beach Tree down quickly, do so and stay in the middle ring - otherwise run away to fight another day, killing off the spiders before going back.
Goblins in the Woods (lvl11)(1.14) #Maps: 4 Difficulty: 5,5 (medium) General Advice: New dangerous foes. Map 1: Goblin Outpost Enemies: 2x Goblin Hulk, 3x Goblin Grunt, 2x Goblin Shaman Attempts: 1 Difficulty: 5 Suggestions: Hulks are slow and minions (so only one attack per hulk!). Grunts before Hulks and lastly shaman was what worked for me. Map 2: Spiderwebs Enemies: 3x Goblin Shredders (19/20/Run). 3x Forest Spiders Goblin Shredders: 3+ Shredding Strike, 2+ Reflect Missile, 2+ Peforating Strike, 2+ Penetrating Stab, 4+ Missile Block, Quick Reactions, 2+ Impaling Stab Attempts: 1 Difficulty: 6 Suggestions: Nasty armor removal and magic negation by Shredders. Use walls if you have access to them and block (or damage) off some enemies so you don't have to handle them all at once - possibly at the opening at the top of the map and/or just above the starting position. Map 3: Quiet Glade Enemies: 2 individual Goblin Bezerker (25/20/Run), 2x Goblin Grunt Goblin Bezerker: Blind Rage, extra run, Strong Chop, Massive Chop, Unstoppable Chop, Wild Run, Powerful Hack, Chop, Raging Strike Attempts: 1 Difficulty 5 Suggestions: Bezerkers are nasty, but lack any kind of armor - taking them out at range is highly suggested. Map 4: Grunt Patrol Enemies: 3 packs of 3x Goblin Grunts, 1x Goblin Hulk Attempts: 2 Difficulty 6 Suggestions: Try bottlenecking a bridge (I chose the lower one) - chopping and area spells are useful vs grunts. Beware the big guy if you get swarmped by the minions - he will kill you if you don't finish them off fast enough.
Premium: Descent to the Core (lvl11)(v1.14) #Maps: 3 Difficulty: 6 Suggestions: If you have completed Premium: Order of the Core you should have a cleansing diamond (or might have gotten one randomly), would suggest packing that for the huge amount of tile damage. Otherwise, mobility is king. Map 1: Wisp Laboratory Enemies: Practiced Geomancer (19/25/Walk), 2x Apprentice Geomancer, 2x Ethereal Wisp (13/12/Teleport Self) Practiced Geomancer: Hover, 2+ Lava Pool, 2+ Cave In, Teleport Other, 2+ Acid Pool, Rockfall, 2+ Blooming Ground, Paralyzing Bolt Ethereal Wisp: 2+ Deadly Spark, extra Teleport Self, 3+ Devastating Spark, Missile Block, Reflect Missile, Powerful Spark Attempts:1 Difficulty: 5 Suggestions: Mobility/cleansing/range wins the day. Map 2: Ritual Antechamber Enemies: Practiced Geomancer, 2x Novice Geomancer, 4x Trog Scuttler Attempts:1 Difficulty: 6 Suggestions: Mobility/cleansing/range wins the day. Using stone walls to limit LoS is also a good idea, I finished most of the scuttlers while harrying the geomancers. Map 3: Ritual Core Enemies: Practiced Geomancer, 2x Apprentice Geomancer, 3x Novice Geomancer Attempts:1 Difficulty: 7 Suggestions: Without Resistant Hide, Good mobility and possibly ground cleansing this would be a true pain in the A. Had to replay due to forgetting the screenshot for the last part (at least one char was lower on actual beating).
Pools of Slime (lvl11)(v1.14) #Maps: 3 Difficulty: 6.5 Suggestions: Lots of crushing immunity. Go for /or losblock jellies - as they are ranged. Map 1: Bad Jelly Enemies 4x Black Ooze, Green Jelly (20/19/Walk) Green Jelly: Acid Blast, 3+ Blob of Slime, Death Meld, Vulnerable, Mud Pit, 2+ Amorphous Body Attempts: 2 Difficulty: 7 Suggestion: Walling Green Jelly (for los) and some of the oozes might save you some time to kill of a few. Chops cam work if you like the crowded route. Map 2: Glistening Tunnels Enemies 2x Black Ooze, 2x Yellow Puddings, Green Jelly Attempts: 1 Difficulty: 6 Suggestion: If you can finish off the green slime early do so, I rushed him and killed him first - making it a lot easier. Map 3: Coffins of Slime Enemies Green Jelly, 3 Yellow Puddings, 4x Zombies Attempts: 2 Difficulty: 7 Suggestion: Rush green jelly and kill him off, then pick off the puddings or the zombies - just make sure you don't get surrounded. Potential great use of chops.
Premium: Temple of Scales (lvl12)(v1.14) #Maps: 4 Difficulty: 6 Suggestions: Mobility, walling and ranged Map 1: Secrets of the Jungle Lizards Enemies 4x Lizardman Warrior, 4x Lizardman Darter Attempts: 2 Difficulty: 7 Suggestion: Slightly rough one, mobs are very mobile (and has reach) so unless you are (and have reach) you might be in for some trouble. If you can outmaneuver them by walling or picking up off a few and keep a running ranged fight, you will win eventually. Map 2: Before the Temple Ssthek Enemies 3x Lizardman Darter, 2x Lizardman Netter, Lizardman Priest Attempts: 1 Difficulty: 6 Suggestion: Use mobilty and LoS to win (netters start in a vulnerable position, use it) - seems you don't need to kill everyone to get enough VP's. Map 3: Dome of Heads Enemies 2x Lizardman Darter, Four-Headed Hydra (31/23/Walk) Four-Headed Hydra: 2+ Fiery Breath, 2+ Eyes Anywhere, 2+ Four-Headed Bite, 3+ Infected Bite, Clumsy Attempts: 1 Difficulty: 6 Suggestion: Whoaah, a firespitting multibiting hydra! Not that hard unless you go totally toe to to due to it not having any reach attacks and crap mobility. However, it has a cone, a crazy aoe attack and a non-directional block. If you get your darters in between yourself and the hydra, you can luck out and have him cone them for you. BBQ-Profit. Map 4: Dome of Heads Enemies 5x Lizardman Darter, Green Jelly, Lizardman, Lizardman Cleric Attempts: 1 Difficulty: 6 Suggestions: If you have mobility and maybe a wall or two, this won't be THAT hard - just make sure to put the hurtin' on the Green Jelly asap, while keeping away from approaching darters and LoS'ing the Cleric.
the Tomb Of Tvericus (lvl12)(v1.14) #Maps: 4 Difficulty: 6 Comments: Very varied monster types, as usual with undead - some crushing immunity. Map 1: Graveyard Enemies: 2 packs of 5x Zombie Attempts: 1 Difficulty: 6 Suggestions: Keep together, killing off as many zombies before they shuffle up to you. If you manage to open a hole in the meatwall a running fight will make it simple. Map 2: Mausoleum Enemies: 2 individual Armored Skeletons Attempts: 1 Difficulty: 5 Suggestions: Bring crushing attacks and armor negation, avoid huddling up if possible due to chops. Map 3: Narthex Enemies: 4x Skeleton Warrior, 3x Festering Zombie Attempts: 3 Difficulty: 7 Suggestions: Every attempt here is close calls - beat it on third due to being able to switching in bashes and crushing attacks vs skeletons, also telekinesis, force bolts, walls (either damage or blocking helps greatly). Mobility to reach the vp squares turn 1 are crucial. Map 4: Tomb of Tvericus Enemies: Tvericus (38/25/Walk) 3x Skeleton Warrior, 5x Zombie Tvericus: 2+ Run, 2+ Only Bones, 4+ Powerful Bludgeon, Trained Bludgeon, 2+ Mighty Bludgeon, Clumsy Attempts: 1 Difficulty: 6 Suggestions: Tvericus hits like a truck and then backs over you again, and again. Just make sure to keep him away from you - keep your wizard at him, while picking off his minions (skeletons first, as they're fastest). Wall (damage or block) is useful.
Tree Forts of the Goblin King(Lvl12)(v1.14) #Maps: 3 Difficulty:6 Comments: Limited movement, so hard to get in range of the ranged on first two maps. Map 1: Light Brigade Enemies: 2x Goblin Shredder, 4x Sparkler Attempts: 2 Difficulty: 6 Suggestions: Restart due to wrong loadout - having raging strike on this one is a baaaad idea. Bring loads of blocks, resistant hide on wizard and have patience. Kill off shredders with ground effects if possible, then hunt down sparklers with your resistant mage. Map 2: Platform Guards Enemies: Goblin Berzerker, 2x Goblin Hulk, 2x Goblin Shredder Attempts: 2 Difficulty: 6 Suggestions: Finish off the Berzerker before he gets to you (hopefully he has raging strikes on hand when your wizard nukes him - profit!), make sure to push him back with bashes, telekinesis or force bolts Map 3: Goblin King (new screen with new party, due to Goblin King model missing in previous one) Enemies: Guztuk - Goblin King (28/23/Run), Kazhak - Goblin Shaman (18/21/Walk), 2x Goblin Shredders Attempts: 1 Difficulty: 6 Suggestions: Kite the king, while killing of the shredders. DON'T hit the king when he has martyr's blessing on him - lethal combo with priests spell setup. LoS'in the priest and finishing of the king behind the tree if able.
Shrine of the Astral Guardians (Lvl13)(v1.14) #Maps: 3 Difficulty: 5 Comments: Ben Lee, you're one good dude - those chess pieces are awesome. Also, last adventure I completed before getting my own account, hence ye aulde party. Map 1: Hall of the Dawn Enemies: 3x Guardian of Mist (23/24/Shuffle) Guardian of Mist: 4+ Penetrating Bolt, 3+ Devastating Spark, extra Shuffle, 3+ Powerful Spark, 2+ Mighty Spark, Cruide Plates, 3+ Deadly Spark, Clumsy Attempts: 1 Difficulty: 4 Suggestions: If you bring a mobile team (req double move draw or sprints) that can take a few hits, this is an easy win. If you can contest/push out (use crude plates to your advantage et c)the bottom left guardian first turn and have your third (tank or resistant hide wizard) take the middle to scare off the runaway one. No need to kill anything, just stay alive and keep them away and it's a simple quick win. Map 2: Hall of the Sun Enemies: 2x Guardian of Mist, 2 individual Guardian of Shadow (25/21/Shuffle) Guardian of Shadow: Clumsy, 5+ Spark, 3+ Block, 4+ Rook Blast Attempts: 1 Difficulty: 6 Suggestions: Ouch, note to self - do not engage Guardian of Shadows in straight lines (unless your an use it to your advantage (think nice blocking and other enemies in target) due to those crazy Rook Blasts. Also, having walls (blocking or damage) is great! Dropped one on first turn who blocked LoS for all top 3 guardians which gave me time to move about a bit. Map 3: Hall of the Dusk Enemies: 2x Guardian of Mist, 2 individual Guardian of Motes (28/21/Shuffle) Guardian of Motes: Cave In, Spark, Acid Jet, 5+ Bishop Blast, extra shuffle Attempts: 2 Difficulty: 6 Suggestions: Watch for the diagonal rook attacks as well as plenty of aoe's (acid and cave ins), get in close (mobility!) - avoid standing diagonally, cleansing ground could be useful.
The Jewel of Alet Zhav (Lvl13)(v1.17) #Maps: 4 Difficulty: 5 Comments: Mixed bag of (f)undead makes for a good introduction of some new friends. Second map is real nice survival horror. Map 1: Burning Temple Enemies: 2 packs of 2x Burning Skeleton Attempts: 1 Difficulty: 5 Suggestions: Dont forget bashing immunity, and watch for fireball - LoSdeny. Map 2: Zombie Pit Enemies: 3 packs of 4x Zombie Attempts: 1 Difficulty: 5 Suggestions: Clear a path as to not get surrounded and back into northeastern top niche, bringing bashes and pushpacks is helpful. If you bring a lot of chopping, staying in the middle CAN work - but the number of Brains! makes it very dangerous. Map 3: Antechamber Enemies: 1 Muscular Zombie (23/29/Walk), 2x Festering Zombie, 5x Zombie Attempts:2 Difficulty: 6 Comments: Introducing the dapper Muscular Zombie - which packs a punch and has step cards, beware! Map 4: Tomb of Alet Zhav Enemies: 1 Muscular Zombie, 1 Festering Zombie, Alet Zhav (20/20/Run), 2x Skeleton Warrior Attempts:1 Difficulty: 5 Comments: All but Skeleton Warrior are non-minions, meaning dangerous amount of attacks.
Premium: High Mountain Pass (lvl13)(v1.17) #Maps: 4 Difficulty: 6 Comments: Playtime with lots of big lumbering ogres - and hordes of goblins! Terrain features (and ogre's Mindless Battlerage) are your friend. Map 1: Mountain Road Enemies: 2x Mottled Ogre (31/20/Walk), 2 packs of 5x Goblin Grunt Attempts:1 Difficulty: 4 Comments: If you can keep the slow ogres away - which shouldn't be to hard with all the difficult terrain, it's a cakewalk. Another option can be pack parries and block and go toe to toe, until all goblins are smashed by ogres. Map 2: Boulder Ambush Enemies: 1 Ogre Bruiser (40/23/Walk), 2 packs of 4x Goblin Grunt, 3x Goblin Shredder Attempts:1 Difficulty: 5 Comments: Same as above, with the difference of mindless battlerage - perfect if you can get ogre standing behind goblins - ensue fire works. Map 3: Ogre Lookouts Enemies: 1 Ogre Bruiser, 1 Ogre Magicker (25/20/Walk), 4x Goblin Grunt, 4x Goblin Shredder Attempts:3 Difficulty: 7 Comments: Pretty Rough combination of mobs, if possible, take out grunts with some firewall/hot spots first 1-2 round and inflict heavy damage on shredders that get crowded with bruiser. Nasty curses from magicker. Map 4: Ogre Lair Enemies: 2x Mottled Ogres, 1 Ogre Magicker, 5x Goblin Grunt, 4x Goblin Shredder Attempts:5 Difficulty: 8 Comments: Ouch! Handling the shredders are key here - 2 large group of mobs with lots of blocks to rinse out. Big guys are slow!
Return to the Astral Shrine (lvl14)(v1.17) #Maps: 2 Difficulty: 5.5 Comments: Positioning and mobilty is key vs the "chess piece" types, as is all kind of pushbacks and wall spells. Map 1: Hall of Vespers Enemies: 2i Guardian of Shadows, 2i Guardian of Motes Attempts:2 Difficulty: 6 Comments: A positional VP race - bringing telekinesis (and any other enemy directionals), cleansing ground will win you the day. AVOID diagonals for motes, and straight lines for shadows. Map 2: Hall of the Astral Song Enemies: 2x Guardian of Mist, 2x Guardian of Shadow, 2x Guardian of Motes Attempts:1 Difficulty: 5 Comments: Positonaling is key, whirlwind enemies, cleansing et c.
Premium: Lord Batford's Manor (lvl14)(v1.17 /v1.18)) #Maps: 6 Difficulty: 5,5 Comments: Walls can be helpful, some dangerous ranged mobs. Map 3+ after update 1.18. Map 1: Servants' Quarters Enemies: 4x Servant, 2x Mercenary, 2x Marksman (15/21/Run) Attempts:3 Difficulty: 7 Comments: If you can block the corridor with a stone wall that's a game winner - as you can kill servants before heading for the mercenaries and marksmen. Also, useful to have lots of blocks! Map 2: Kitchen Enemies: Chief Garcotto (25/20/Run), 2x Servant, War Dog (20/22/Run) Attempts:1 Difficulty: 5 Comments: Dog is fast, chef is a chopper - avoid being flanked and don't get bunched up. Map 3: Lower Halls Enemies: 1i Mercenary, 1i Hardened Mercenary (21/25/Run), 2x Servant Attempts:1 Difficulty: 5 Comments: Crazy blocks on the hardened mercenary - can steal your cards, so make sure to use step cards to attack from the back. Both are non-minions, so they're potentially dangerous as long as servants has cards left. Map 4: Ballroom Enemies: Alonzo the Sniper (24/21/Run), 4x Marksman Attempts:1 Difficulty: 6 Comments: Try to use pillars for LoS-deny. Armor not helpful at all, almost all attacks are penetrating. Map 5: [null] - lacking name Enemies: 1i Hardened Mercenary, War Dog, 2x Servant Attempts:1 Difficulty: 6 Comments: Take out servants first, keep away from the hardened mercenary and kill the dog first. Map 6: Sanctuary Enemies: 3x Mercenary, War Dog, Lord Batford (15/24/Run) Attempts:1 Difficulty: 5 Comments: Use LoS for Batford, finish off mercenaries and dog.
Citrine Demon Portal (lvl14)(v1.18) #Maps: 5 Difficulty: 5 Comments: All ranged mobs, no parry needed. Map 1: Citrine Temple Entrance Enemies: 4x Lightning Sprite (15/19/Run), 2x Frost Sprite (15/21/Walk) Attempts:1 Difficulty: 5 Comments: Bring blocks, resistant hide and jump backs - your wizard will likely win you this fight. Map 2: Citrine Temple Sepulcher Enemies: Burning Fiend (18/22/Run), 3x Lightning Sprite, 3x Fire Sprite Attempts:1 Difficulty: 6 Comments: Use LoS to your advantage as they're all ranged - but very mobile. Resistant Hides and blocks. Map 3: Citrine Temple Antechamber Enemies: Acid Fiend (18/20/Run), 3x Frost Sprite, 2x Lightning Sprite Attempts:1 Difficulty: 5 Comments: Use LoS to your advantage as they're all ranged - but very mobile. Resistant Hides and blocks. Acid+Frost is a dangerous combo due to encumberance. Acid Fiend uses Acid Imp model, don't be fooled! Map 4: Citrine Temple Sepulcher Enemies: Acid Fiend, Burning Fiend, 3x Lightning Sprite Attempts:1 Difficulty: 5 Comments: Use LoS to your advantage, save moves to until acid fiend is out of attacks (or dead). Acid Fiend uses Acid Imp model, don't be fooled!
Riddle of the Gnome Lords(lvl15)(v1.20) #Maps: 3 Difficulty: 6 Comments: Mobile opponents, limited missile attacks (Inciters only). Map 1: The Gnome Hall Gate Enemies: 4x Gnome Berserkers (26/24/Run) Attempts:1 Difficulty: 6 Comments: These are some crazy mobile chopping madmen. Having charge as a minon group - beware! Mobility, reach, range and firewalls/hotspot are useful. Map 2: The Gnome Halls Enemies: 3x Gnome Berserker, 1i Gnome Inciter (19/22/Run) Attempts:1 Difficulty: 5 Comments: Easier than first map if you have movement control. Map 3: Dank Cellars Enemies: 2x Gnome Berseker, 1i Gnome Inciter, 2x Wild Gnome (28/19/Run) Attempts:1 Difficulty: 6 Comments: Wild gnomes are like war dogs on acid! Teleporting backstabbers! Go left for vp squares, wall off some gnomes if possible.