Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Max + Gork is effective. Use Max to open doors and run the crystal. Running back to your turret room after each door is a very safe thing to do, no point taking unnecessary risks.
Economy rush if you can get away with it. Neurostuns and Teargas are a must-buys, get them by the mid game. KIP's for single target bursting, Teargas/Claymoar for AoE.
Wit affects Operating and repairing. A hero with Operate that stands next to a major module for a turn will provide a boost for as long as they remain in the room.
You miss out on a lot of resources if you take an early exit, which may screw you later on. Do it on the higher floors if you have a surplus of resources and can win without making more.
I've made this for myself based on what other people have claimed to be the room ranges per floor:
1: 12-16 14
2: 13-18 15
3: 14-20 16
4: 15-22 18
5: 17-24 20
6: 19-26 22
7: 22-28 24
8: 25-31 27
9: 27-32 28
10: 27-33 28
11: 28-33 29
12: 29-34 30
The 3rd number is the number of rooms to break even with. For example on floor 3 if it costs 30 industry to make an industry module that gives +3 per turn, and I'm 7 doors opened, the floor needs another 10 to break even. I've put 16 rooms as my breakpoint figure for floor 3 so therefore it's too risky to expect a profit from placing an industry generator this far into the floor.
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