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Dungeoneer Set is a set of 9 Rare items. Drops from Slithering Dark (Guild Raid)
The Set
Name | Att | Def | AV | Per | Ability | Obtained | |
---|---|---|---|---|---|---|---|
Dungeoneer's Sword | 250 | 240 | 310 | 60 | Dungeoneer's Sword gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Crafting | |
Dungeoneer's Magic Torch | 250 | 240 | 310 | 60 | Dungeoneer's Magic Torch gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Crafting | |
Dungeoneer's Helm | 230 | 300 | 305 | 60 | Dungeoneer's Helm gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Armor | 230 | 300 | 305 | 60 | Dungeoneer's Armor gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Gloves | 230 | 300 | 305 | 60 | Dungeoneer's Gloves gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Breeches | 230 | 300 | 305 | 60 | Dungeoneer's Breeches gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Boots | 230 | 300 | 305 | 60 | Dungeoneer's Boots gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Band | 230 | 300 | 305 | 60 | Dungeoneer's Band gains 20 Attack and Defense if Bedda the Dungeoneer is owned | Slithering Dark (Guild Raid) | |
Dungeoneer's Mule | 340 | 430 | 448 | Stubborn: Chance for bonus damage | Slithering Dark (Guild Raid) | ||
Bedda the Dungeoneer | 320 | 320 | 400 | First Dibs: Chance for bonus damage | Crafting (General/Events) | ||
Zombie Dungeoneer | 103 | 138 | 138 | Zombie Dungeoneer gains 30 Defense if Bedda the Dungeoneer is in the legion | Slithering Dark (Guild Raid) | ||
Goblin Dungeoneer | 118 | 78 | 138 | Goblin Dungeoneer gains 20 Attack if Bedda the Dungeoneer is in the legion | Slithering Dark (Guild Raid) |
Full Set Bonus
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Raid Attack Value: 2897.5 | ||||||||||||||||||||||||||||||||
Duel Power: 2080 |
Lore
A sharp blade has obvious value when it comes to exploring dungeons. You never know when you'll need to stab a rival explorer in the gut before they can steal your loot, or else decapitate one of the undead horrors who seem to have nothing better to do than shamble around dungeons and inconvenience busy adventurers.
However, a durable magic sword is also a versatile tool. It could be used as a lever or even a makeshift grappling hook. And when you return to the nearest town with your newfound riches, it never hurts to have something you can flourish above your head in a suitably heroic fashion. |
Inexperienced adventurers may turn up to a dungeon armed with all manner of mighty weapons, decked out in the finest armor, and laden down with assorted amulets and talismans. Then they descend into the dark stone passages, only to discover that they've forgotten something rather more essential. |
Unless you're fortunate enough to be plundering a newly made dungeon, which some kind soul has furnished with treasure but not yet got around to protecting with traps, you'll most likely find yourself exploring rooms and passages which are many generations old. Sometimes millennia.
Even the best stonework tends to suffer over the centuries, so adventurers without good helmets had better hope they have very sturdy skulls. Otherwise the next party to come along might be able to add "smashed brains" to their catalogue of findings. |
Skilled plunderers of dungeons learn to strike a balance between protection and maneuverability. Heavy panoplies are all well and good, until you find yourself impaled in a spike pit because you weren't agile enough to avoid it. |
Heavy gauntlets may limit your digital dexterity, and thus prevent you from manipulating some of the fiendish traps and puzzles employed by sporting dungeon owners. On the other hand, a lack of suitable finger protection might result in you leaving the place with fewer of those useful articles than when you went in. |
Veteran adventurers advise novices to wear brown trousers before entering a dungeon, for reasons which often become readily apparent after the youngsters have had their first scare. |
If you only get one part of your clothing enchanted, make it your boots. Wading through acid or other dangerous substances in mundane footwear is a recipe for disaster. |
Some dungeoneering fraternities wear rings to signify their affiliation, whereas others -- of a less wholesome sort -- collect those same rings after cutting the fingers off corpses. |
A fast stallion may get you to the dungeon at speed, but if you emerge with a good haul you'll want a sturdier beast to help you lug it all away. |