Let's Play Guild of Dungeoneering 48: And Then There Were Dragons
There is one way that the guild can become better equipped to deal with the threat of the ghosts guarding the Eversail and the answer lies in a place we've been before, somewhere I'd almost stopped considering; the jungle.
I stopped that area of the game just before the very final boss to go to the Pirate's Cove expansion. Defeating the boss of the jungle area will net both a massive amount of gold which could be used to buy some hefty equipment upgrades and some tier 3 dungeoneers but will also get us the next fountain which will give all our dungeoneers an additional point of health. With an incentive like that I think it's time to go and do that final part of the jungle area.
I mean, how bad can the final boss there be, right?
In the most recent patch options to alter all three aspects of the volume individually (Music, SFX and the Bard) were added. It also had the minor side effect of altering the sound balance that I had already set up. I have since tinkered with the volume balance so that the bard is louder and the sounds are more balanced in general. This change will appear in video 50 onward.
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