Treasure Quest is a dungeon crawler RPG Roblox game developed by Nosniy Games.The objective of the game is to collect weapons or armor from dungeons to become more powerful. The higher your level is, the more dungeons you can explore.
Contents MobsThe Underworld has 7 mobs, 4 pawns and 3 bosses (comprised of 2 mini-bosses and 1 boss), each with a unique function. Most mobs here are reddish-brown, have a monstrous face, all to make them look like suitable demons.Demon WarriorThe Demon Warrior is the melee attacker of the dungeon. Its AI and attack pattern is similar to that of other melee mobs. It is recommended to counter the Demon Warrior by using the same strategies that the player used against the other melee attackers. Demon Warriors will attack players who taunted them first. If no players have used a taunt ability, they will attack the player who has done the most damage to them.
If not damaged, they'll go for the closest player. Appearance-wise it looks like a dark, winged version of the Blood Minion.Dark MageThe Dark Mage is the ranged mob of the Underworld. Using its spell attacks, it can support melee attackers by attacking players other mobs can't reach.
However, it only damages a single target, unlike the Elder Dark Mage. It's similar to ranged mobs, but has a significantly wider beam, allowing it to hit players much more easily. It deals less damage than melee attackers, so players are advised to deal with this mob later.Elder Dark MageThe Elder Dark Mage has a large range and is given the blessing of AOE.
With an above-average cooldown, the Elder Dark Mage can summon circles that will deal damage to anyone standing in them after a certain period. This can be completely avoided, however, if you decide to constantly move. Despite its large body, it has the same health as the Dark Mage and Demon Warrior.Blood MinionsBlood Minions are melee attacking mobs that can be spawned by the. They have about half the health of the Demon Warrior, Dark Mage, and Elder Dark Mage. Blood Minions must be killed quickly. If they are ignored and at least 3/5 (Demonic Overgrowth/Demon Lord Azrallik) blood minions are on the field, all blood minions will become 'enraged'.
Once enraged they will gain a massive speed boost, making them even more deadly than the Demon Warrior. They cannot be taunted until the Demonic Overgrowth or Demon Lord Azrallik's heart are dead.Bosses Demonic OvergrowthThe is the first mini-boss in the Underworld.
Similarly to Kolvumar, it has an attack cycle that it uses.Its attack pattern is at follows:1. Fires 3 very wide lasers simultaneously similarly to that of the dark mages. The lasers will attack players at random, unlike the Dark Mage which attacks the player which dealt the most damage.
For this reason, players must be cautious. Walking diagonally when the Demonic Overgrowth casts this attack will allow you to dodge it.2.
Summons wide lasers across the room vertically from the entrance.3. Summons a blood minion. Blood Minions will become enraged if there are 3 or more blood minions on the battlefield.4. Repeats attack patterns.Kolvumaris deer/moose like mini-boss. It is completely red, and its eyes are barely visible.
It has a simple but dangerous attack pattern, and it is strongly advised to memorize it, to predict the next attack.Its attack pattern is as follows.1. Summons a circle directly under a player, dealing damage every so often. The player it targets is random. It is recommended to constantly move to avoid taking damage.2. Charges a player, leaving a trail in its path.
Like the previous attack, the player it targets is random. It's advised to stay close to Koluvmar, to avoid lava being spread all around the corridor.3. Summons a circle under a player similar to the first attack.4. Repeats pattern.Demon Lord AzrallikThe Roblox model of the Demonic Lordis the final boss of The Underworld.
He has a unique second phase where he summons his heart and becomes invulnerable until defeated.Demon Lord Attack Pattern:1. His opening attack is similar to the 2nd attack of Demonic Overgrowth, but attacks directly in front of the player rather than horizontally.
He summons red lines forward that reach the spawn point, with small spaces to dodge the attack.2. Next, he slaps his hand onto the ground, covering a small area in the arena. It then separates into sunburst line pattern that deals damage after the small area hits.3. Last, he does an attack similar to the Demonic Pirate Captain's opening. He summons a small circle around players, then spreading out as a larger circle afterward.Demon Lord's HeartAt exactly half HP, instead of performing his next attack, he becomes invulnerable and spits his heart into an area. The heart glows and has slightly more than half the HP of the Demon Lord.
It summons Blood Minions to attack you, which cannot be taunted until the heart is defeated. If the heart is not killed fast enough, the Blood Minions will glow red and gain speed while still targeting the player. The Demon Lord takes back his heart when it is defeated and becomes vulnerable, repeating his attack pattern until he is defeated.Stages Stage 1 GroupEnemiesFirst3 Warriors, 2 MagesSecond3 Warriors, 4 MagesThe basics. You are introduced to a group of Demon Warriors and Dark Mages. Demon Warriors have the same AI as melee mobs, and Dark Mages are similar to other ranged mobs, but their ranged attack is wider than other ranged AI. They will attack you with barrages of spikes.Stage 2 GroupEnemiesFirst3 Warriors, 2 MagesSecond3 Warriors, 4 MagesThird1 ElderYou will encounter Demon Warriors and Dark Mages, and a singular Elder Dark Mage, the flashing mob at the back of the room. The Elder Dark Mage has an attack similar to that of the 's Global Tendril Attack.Stage 3 GroupEnemiesFirst2 Warriors, 3 MagesSecond2 Warriors, 3 MagesThird2 Warriors, 3 MagesThe same as Stage 1, but you will encounter 3 groups of 3 Demonic Warriors and 3 Dark Mages.Stage 4 GroupEnemiesFirstDemonic OvergrowthYou will encounter the Demonic Overgrowth.
He has 2 attacks. The first attack is a triple spike attack, similar to Arch Mage's beam attack, but bigger and stronger. The second one is a row of spikes with spaces in between, damaging players within range.
Designer(s) | Dan Glimne Jakob Bonds |
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Publisher(s) | Brio AB Games Workshop Schmidt Spiele |
Players | 1-4 |
Setup time | 10 minutes |
Playing time | 1 hour |
Random chance | High |
Skill(s) required | Strategic planning |
Dungeonquest (sometimes known as Dungeon Quest) is a fantasyadventure board game for 1-4 players designed by Dan Glimne and Jakob Bonds and originally published in Sweden in 1985; an English version was published by Games Workshop in 1987.
Publication history[edit]
The game was designed by Dan Glimne and Jakob Bonds and published in Sweden in 1985 as Drakborgen ('Dragon Fortress')[1] by Alga AB (later bought out by Brio AB). It was first published in English in 1987 by Games Workshop; the English version included plastic Citadel Miniatures for characters.[1]
In Sweden, Alga AB released an expansion called Drakborgen II in 1987. Games Workshop broke the Swedish expansion into two supplements:
- Heroes for Dungeonquest (1987) adds twelve new heroes with new mechanics and special abilities, and a handful of additional cards and tokens
- Dungeonquest Catacombs (1988), adds another 20 room tiles, as well as 28 additional cards for monsters, encounters and objects. This expansion also adds the ability for players to travel underneath the main game board, albeit without any accompanying catacombs game board.
Fantasy Flight Games introduced a new version of the English-language game at Gen Con in 2010.
The Swedish edition is still being published by Alga as Drakborgen: Legenden ('Dragon Fortress: The Legend').
Components[edit]
The Games Workshop version of the game includes:[1]
- 20-page rulebook
- 6-piece gameboard
- 115 room tiles, counters and tokens
- 174 playing cards
- dice
- 4 plastic miniatures
Plot[edit]
The object of the game is to enter the ruins of Dragonfire Castle at dawn when the castle's guardian dragon falls asleep, navigate a labyrinth to the dragon's hoard at the center of the castle, and exit the castle. The game ends at sunset; any characters still in the castle at that point are automatically killed by the dragon. The player who successfully escapes from the castle with the largest amount of treasure is the winner.[1]
Gameplay[edit]
The board, marked by a grid, begins blank except for the dragon's hoard at the center. Room tiles are placed facedown near the board, and the time track counter is set to 'Dawn'. During each player's turn, the player selects a room tile at random and sets it down on a grid space on the board. Each tile may be one of several different configurations: a room with several doorways, a corner, a hallway, a dead end, a bottomless pit, a rotating room, etc. In all, the game contains 115 room tiles. When a player's character enters a room, the player draws a card to determine the type of challenge that must be overcome. This can include monsters, chasms, crypts, traps, secret doors, etc.[1]
Reception[edit]
In the April 1991 edition of Dragon (Issue 168), Ken Rolston liked the high production standard of the components and the simple rules, but commented on the relative lethality of the game: 'It is tough enough to get out alive with any treasure at all, much less to be successful in snatching gold from the dragon’s treasure chamber before he awakes and bakes you. If you are playing socially and are more interested in getting out alive than in winning by grabbing the most loot, a conservative player can generally get his character out in one piece. But hard-nosed adventurers aiming for a big haul from the dragon’s hoard will die like flies.' He also mildly criticized the game for making random draws the determining factor in winning. But he concluded with a strong recommendation, saying, 'Play is tense, suspenseful, and exciting, since the objectives are extremely difficult, and death is swift. The importance of good luck and the distraction of the vivid dungeon setting help suppress competitive impulses, making the Dungeonquest game quite comfortable for social play.'[1]
Reviews[edit]
- Casus Belli #43 (Feb 1988)
References[edit]
- ^ abcdefRolston, Ken (April 1991). 'Roleplaying Reviews'. Dragon. TSR, Inc. (168): 37–38.
See also[edit]
- The Sorcerer's Cave, another game where the game map is randomly generated during play.
- Talisman, a game where the game board itself is fixed, but contents are revealed during play.
External links[edit]
- Dungeonquest at BoardGameGeek
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