| |
Dungeon Defenders: Going Rogue
Cheat Codes:
------------
Submitted by: David K.
Ultimate Guide:
---------------
Written by Skylake
This guide covers the most aspects of the game.
-=What is Dungeon Defenders: Going Rogue?=-
Dungeon Defenders: Going Rogue is a spin-off of the Dungeon Defenders franchise.
Going Rogue adds in a mix of tower defense and roguelite mechanics to the franchise.
Combining Roguelite and Hero Defense gameplay into a crazy free-for-all, where it’s
you and up to three friends versus hordes of enemies. Select your hero, use your
towers and abilities to survive the waves of foes, unlock new weapons and runes,
and take on the bosses that await you!.
-=How to play=-
* Playing DD:GR is fairly easy.
* Once you (and your friends) are ready, you'll be dropped into your first map.
* Everyone must ready up to begin the next Wave.
* Then, Enemies start coming in through the various entrances all over the Map.
* Your job is to kill the enemies before they can destroy you cores/chrystals.
* Every four maps, you'll have to fight a Boss.
* You dont have to protect are core at a bossfight, all you need to do is kill
the boss.
* You can continue to play the game until your core is destroyed or you die.
* You do earn progression on your Account Level and Hero level but you will
not keep any of the Gear, Runes, or Gold you've earned while playing.
==== Mechanics ====
-=Heroes=-
Heroes are the playable characters. The Squire is unlocked by default, and the
Apprentice, Huntress, Monk, Series EV-GR and Warden have to be unlocked by
raising your Account Level.
-=Gear=-
This is the equipment you Heroe carries. All Heroes have default Gear, but you
upgrade and swap your Gear during a session. (you dont keep your gear once you
die/loose or win a game)
-=Defenses=-
Towers, Blockades, Auras and Traps that you can place to fight off enemies. All
Heroes start with only one Denfense, but they can carry a total of two Defense
items. (you dont keep these either, wehn a game is over)
-=Runes=-
Runes are passive bonuses that are applied to your Hero. You start with zero
runes unless you have allready gained a hero level. (you dont keep these either,
when a game is over)
-=Gold=-
Gold is the currency in DD:GR. It can bespend in the Tavern to buy upgrades and
new items. (you dont keep these either, wehn a game is over)
-=The Tavern=-
The lobby is called the Tavern. You can visit the Tavern after you completed a
map by going through the portal that appears. This will allow you to buy upgrades
for your Defenses, gear and runes OR buy new Defenses or Gear.
Additionally you can play on a Slot Machine to win some new runes or to loose
some.
-=Maps=-
I think this one doesnt have to be explained.
-=Core(s)=-
The Core is the crystal that you have to protect from enemies. If the Core is
destroyed, you lose.
-=Enemies=-
Enemies will come through one of doors during a Wave. Only one door opens and
then a group of enemies enters the map.
-=Waves=-
Each Map has three Waves. You'll see the number and a progression bar of
remaining Enemies at the top of the screen.
-=Bosses=-
Bosses are battles with slightly different rules. There is no Core to protect.
If everyone on your team dies, however, you'll lose. Bosses appear every 4 maps.
-=Account Level=-
This is the overall progression. You must raise your Account Level to unlock
additional Heroes and upgrades/talents.
The Level is capped at level 50.
-=Hero Mastery=-
This is the leveling system for each individual heroe. Increasing your hero
Mastery unlocks default Runes for this specific Hero.
Hero level is capped at 6 and each level requires more exp to complete.
-=Talents=-
They are account-wide buffs that apply to all your Heroes at once. You get
Talent Points every time you increase your Account Level. The points you spend
can be reset if you want to change your skill tree.
-=Hero strenghts=-
For building use the Warden.
Monk is great at crowd control. The monk has ensnare, electric aura, healing
aura, strength drain. Healing auras are great for bosses as the monk has not
much hp.
Huntress is for even more crowd control. The poison traps and proximity traps
are a very strong combination.
Series EV-GR is for assisting your mates defenses with buff beams and reflect
beams.
For DPS and combat use either rogue or squire. Squire can be almost invincible
with his hp and rogue does great amounts of dps.
-=Each Stat explained=-
* Vitality: is your heath.
* Attack: the damage on your weapons and abilities. (not your towers/defenses)
* Ability: It provides ability damage. Attack gives more for everything though.
By leveling your ability it only lowers your cooldown time.
* Fortify: increases the duration of your Defenses.
* Power: Increases defense damage.
* Range: Increases the range your defenses can reach
* Defense Rate: reduces defense cooldown time.
|