The Dungeon Of Naheulbeuk: The Amulet Of Chaos - Guide, Walkthrough, Guide
This page of The Dungeon of Naheulbeuk: The Amulet of Chaos walkthrough contains material that will help you safely reach the end credits.
The Dungeon of Naheulbeuk: The Amulet of Chaos is a new turn-based tactical RPG game from developer Artefacts Studio and publisher Dear Villagers. It's based on a fan-made web series audio and comics, which is available for free. However, it is all in French and, to the best of my knowledge, there are no complete translations into other languages.
However, the game does borrow a few tropes from fantasy and pop culture, and you're bound to be laughing and giggling along the way. Here are our guides and feature center to help you.
Welcome to the dungeon
Plot The Dungeon of Naheulbeuk: The Amulet of Chaos simple enough. A group of adventurers enter the titular dungeon only to have something go awry thanks to a cursed amulet. With an item that corrupts the minds of fighters, it is necessary to remove the spell as soon as possible.
This is where your journey begins and it mainly consists of going up and down different floors. The tile sets for each floor tend to be different, so you won't feel like every environment is getting repetitive, at least not for the first few hours.
For example, the first floor looks like a typical ruined castle. Then, surprise, the second floor is a huge tavern. There is even an inn where you can relax and buy potions and equipment. Other settings include an ice cave, a gambling hall, a rooftop terrace, a mysterious library, and even a dwarven stronghold filled with "Chaos Dwarves".
Stupid, strange world
If this last part took you by surprise, believe me, I was quite surprised too. Apparently the game is based on The Dungeon of Naheulbeuk , free comics and audio series, created by fans from France. The source material itself takes liberties with countless references to fantasy tropes and pop culture.
For example, some NPCs and items will remind you of Lord of the Rings - such as the Epic Bow of Gulardiel or the wandering wizard Midrantyr the Magnificent. Moreover, there are references to Warhammer Fantasy, such as the aforementioned Chaos Dwarfs, as well as the fictitious names of Slaanesh and Tzeentch. The item descriptions themselves are generally hilarious. There are even items based on real personalities, such as Chef Gordan Ramsay's loincloth worn by your Ogre teammate.
In addition to item and skill descriptions, you will also find many oddities in your environment. At some point, you are invited to a kind of "orgy" (with masks and a reference to the film with eyes wide shut ). There are moments that include a "game show", rough dungeon dwellers, as well as battles with a lot of hostile chickens. In addition to this, you have to solve several puzzles to get more loot.
The Brigade
The ogre I mentioned above is just one of the eight party members you meet в Dungeon Nakhylbeuk . Your squad will be supplemented by a Ranger, Elf, Dwarf, Thief, Barbarian and Sorceress. This last location is entirely up to you, as you will be given the choice between Paladin, Priestess, and Minstrel depending on who joins your antics for the rest of the game.
This is another treat as each character has a quirky personality. The dwarf scolds everyone, demanding more gold. Elf, meanwhile, catches a lot of trouble. The Barbarian is too stubborn for his own good, the Ranger is easily distracted by the ladies, the Priestess thinks her teammates are peasants, and the Thief is a loner who complains when ignored.
It goes without saying that in works and dialogues "Dungeons of Nakhulbeuk" a lot of comedy, soulfulness and rudeness; you have to giggle and smile from time to time. Your comrades will joke and insult, whimper and laugh, have fun and get angry - all these interactions will bring you pleasure throughout the passage. I felt vibes "Tales of the Bard" and " Monkey Islands» because of all the dumb and stupid antics.
Basic mechanics and combat The Dungeon of Naheulbeuk
The Dungeon of Naheulbeuk: Amulet of Chaos is, as mentioned earlier, a turn-based tactical RPG. The movement in the game is similar to a CRPG or ARPG with your point and click control scheme (use of a gamepad is also possible). However, when you enter combat, it turns into a tactical affair. This is a typical style diagram XCOM , in which you move units across tiles, manage your action points (AP), cast skills, and so on.
It is easy enough to enter, but there are complexities that will help you get carried away. First of all, these are your attributes and the main combat mechanics. Attributes include agility (accuracy), strength (physical damage), intelligence (magic damage), and courage (initiative). The bravery stat is quite important, as initiative defines the "turn order" system.
Think of this concept as akin to what you saw in Wasteland 2 In XCOM additional income Chimera Squad , and lately othercide . Units move based on bravery/initiative stats, allowing you to control the battlefield however you see fit.
Completing your characters
In addition, your characters are complemented by various skills and mechanics. Let's say you have a Ranger and an Elf next to each other - this means that they can get an initiative boost thanks to a passive skill. Meanwhile, Ogre and Barbarian get different buffs when they are next to each other. The ogre could even throw the gnome with a specific skill, and you could follow that with the gnome's own abilities (like crushing enemies or hitting everything around him with a whirlwind).
Additional mechanics come into play such as "attack of opportunity", status effects, destructible objects, battlefield traps, overwatch (it's almost a given in this genre), and "push attacks" (which trigger overwatch and attacks of opportunity). You can even experience "critical crashes" leading to catastrophic moments like freezing or being stunned. There are also "Randomia" buffs that gain charges based on bad moments that have happened during all of your fights. These options range from getting extra AP to being able to teleport a character.
The AI also tends to be pretty smart. If most of your enemies are dead or low on health, you can expect the remaining mobs to retreat (reducing the loot you get). Similarly, enemies will head towards your characters with the lowest health, or will prioritize interrupting those on spectators if possible. Assuming there is only one opponent left and they can't escape, they will stay in the corner avoiding overwatch triggers or push attacks.
game waiting
Dungeon Nahylboyka already has that tactical depth that held me back. The downside was that there is a nasty bug that reared its ugly head quite often while I was browsing the game. Actually this is similar to the problem I had with Necromunda: Underhive Wars is when the AI gets stuck during its turn.
В The Dungeon of Naheulbeuk this can happen if you have multiple units in spectator mode and the AI is trying to sneak through your projectiles. While it is possible to speed up friendly and hostile animations, your opponent can slow down to a crawl. Sometimes this problem can occur when the opponent is suffering from status effects and needs time to act. In addition, it can occur after you kill the mini-boss and make all other mobs die. The "win" screen takes a very long time to pop up, and any subsequent scene won't even work.
The waiting game is useless and you have no choice but to restart the game and reload the last save. Coincidentally, the autosave feature means you'll start over from the last round of the fight, so just be sure to switch up your moves to avoid any setbacks. However, I can't stress enough how this got pretty frustrating during my playthrough, given that I had to do this "quick fix" dozens of times.
What's next?
There is another issue that I ran into towards the end of the campaign. The Dungeon of Naheulbeuk . After defeating the mini-boss and his cohorts, I was tasked with investigating a secret room in the basements. Unfortunately, I couldn't interact with anything other than the chest and the bookshelf. I already took items from the first one, and there were no quest items inside. Likewise, I didn't find the books needed for the latter, and I doubt the game expects me to check every nook and cranny of every floor again.
This in itself is another disadvantage. There are a lot of cooldowns in the previous areas you've already been to, whether it's part of the main or a random side quest. While each floor seems refreshing at first glance, by the time you've played 18 hours or more, it becomes a repetitive routine.
Speaking of retreat, I had to replay the previous chapter and go through all the fights again. As soon as I got to the secret room in the basements, a new object (a pentagram) appeared. The inspection finally allowed me to move on to the final chapter of the game. In any case, I'm not sure if this bug will be present in future playthroughs after the release of the game, but just in case, take note of it.
Digging deeper
This was followed by several more battles until I finally defeated the final boss. The Dungeon of Naheulbeuk . I thought I was in for a New Game+ mode, perhaps a way to recruit a Paladin or a Minstrel since I previously chose a Priestess. Instead, there was no such regime. It was very embarrassing.
Ultimately, however, The Dungeon of Naheulbeuk: The Amulet of Chaos hits you first with its ludicrous and clumsy dialogue and wacky cast of characters. Similarly, you will find many battles due to its combat mechanics and tactics. Unfortunately, the further you go forward, the more tiresome and tedious it gets with linearity, repeatability, and slowdown and reset routines grinding your gears.
Paladin, Priestess or Minstrel
Paladin is the first additional companion you will meet in the campaign The Dungeon of Naheulbeuk . She has some great skills, including defensive boost and parry. In fact, the Paladin becomes a kind of parry-based tank.
After this encounter, you will meet the Minstrel. After a quick run through the dungeons, you will realize that this bard has a couple of AoE skills that provide buffs and debuffs.
Finally, there is the Priestess. From the very beginning, you will see that she has a healing spell, a chain lightning spell, and a buff.
Once you complete this quest, you will return to the tavern. You will then be prompted to select which satellite to select. As already mentioned, this decision is final and will last until the end of the game. Later, there is no way to recruit the other two characters.
Because this decision is made early on, it's unlikely that you'll unlock the true potential of the other two characters you didn't choose. As mentioned above, completion The Dungeon of Naheulbeuk also surprised me as there was no New Game+. I thought there was a way to keep the services of the character I chose on my first playthrough (and later swap places with someone else manually). Unfortunately, there was no such possibility.
In any case, I chose the Priestess. This is due to a healing spell available from the start (Euclid's Restoration). Since it can be used from a long distance, it really helps prevent unwanted injuries during combat. Much later, you could even get the following skills:
- Euclid's Blessing - AoE boost to Strength, Intelligence, and Courage/Initiative.
- Euclid's Lightning - You already have a Lightning Chain spell that hits multiple units. However, this is a single-target spell that does massive damage. It will only be available if at least two teammates have below 50% health.
- Healing Wave is an area heal that is an absolute godsend during tough fights.
The Dungeon of Naheulbeuk Groups: Skills and Attributes
The Basics: Attributes
First, let's discuss the different attributes that your characters have in The Dungeon of Naheulbeuk: The Amulet of Chaos . While there are a few stats to look out for, only a few of them will become very important depending on the character/class:
Attribute | Aftermath | Which characters are good for |
Agility (AGI) | + accuracy and dodge/parry | Everything except characters based on Charisma. Ranger, Elf and Thief have higher stats by default. |
Strength (STR) | + physical impact / damage and physical resistance | All non-magical users/non-casters. |
Constitution (CON) | + HP and physical resistance; Stamina regen for non-casters | All melee fighters. |
Intelligence (INT) | + magic resistance (all characters);
+ magic impact / damage and accuracy for Wizardess; | First of all, a sorceress; Priestess and Minstrel for support roles. |
Courage (CRG) | + initiative / turn order and magic resistance (all characters); + astral energy / MP regeneration for casters | All |
Charisma (CHA) | + support (all characters); support mechanic increases accuracy/hit chance based on the number of teammates that are close to the target; + impact (damage and healing) for both Priestess and Minstrel; + effects of healing spells for the elf |
As you can see, other stats are regulated by multiple attributes (they act as multipliers). For example, increasing a wizard's INT will increase her magic damage. Also, you will get extra accuracy/hit chance depending on her AGI. The formula for the Magical Hit Chance of the Sorceress is INT + 3x DEX.
However, the most important stat to consider is Courage (CRG). This is due to the fact that "Dungeon of Nakhilboyk" uses the combat initiative or turn order system. As mentioned in our above, it's similar to what you've seen in games like Wasteland 2 or Chimera Squad. The higher the CRG value, the earlier someone can turn during a fight. This allows you to plan ahead and adapt accordingly.
For example, Ranger tends to have the highest default CRG (unless you're trying to drastically change builds or equip different items that affect CRG). This means that he can use buffs for the whole team at the beginning of the battle.
Another good example is the synergy between Ogre and Dwarf. The ogre has a skill called "Gnome Throw", in which he throws a gnome - style " Lord of the Rings» , minus the remark "Don't tell the elf". Assuming the Ogre has a higher initiative, he can drop the Dwarf and the latter can continue his actions as soon as his turn comes.
Pumping process
When you first start playing Dungeon Nahylboyka , characters only get two attributes for their stats. Once you reach level 6-8, they will get three points when they level up. Finally, levels 9-10 (with a level cap of 10) award four attribute points.
As for skills, there are two types - active and passive. You will receive one active skill point and one passive skill point each time you level up. However, you must also consider skill levels.
At the beginning, only level 1 skills are available, and you need to spend skill points (active or passive) to unlock the next level. You can choose one active skill and one passive skill whenever possible. Alternatively, you can delay until the next level up and spend more points on passive skills than active ones, or vice versa. Due to the level cap, you won't be able to get all the skills a character has, so you need to spend those points wisely.
Ranger skills
Here are some of the active and passive skills I chose for the ranger during the campaign "Dungeon of Nakhulbeuk ". Choose wisely due to limited skill points and a maximum level of 10.
Active skills:
Level of | Skill | Effect | Additional Notes |
I | First aid | +35 healing; tier II upgrade to remove confused and stunned state effects | This is a very useful skill as it allows the ranger to have additional healing options. |
I | Tactics: defensive maneuver | +10 parry and dodge (for the whole team); Tier II Upgrade for +20 Magic/Physical Resistance | This will become your must-have buff and probably the first skill you will use when the Ranger has his turn. The defensive bonuses are amazing. |
II | Waiting for Lube | +1 movement; Tier III and IV improvements to improve accuracy | This is an optional skill only if you are not being seduced by others. This is primarily a substitute for a defensive maneuver if you want to play more aggressively. |
III | Harmful blow | Fight hand-to-hand and taunt your enemy to face the ranger. | This is another optional skill, although it can be useful. I use it along with Thief's Sneaky Strike (backstab). |
III | Shield Bash | Deals minor damage but stuns the enemy | Any skill that improves crowd control (CC) is always good in my book. |
Note: Initially, I continued to use Tactics: Fire Suppression. However, as mentioned in our official review, I ran into bugs with having multiple characters in spectator mode, which meant that skills (and spectator gifts) weren't that useful.
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Leader goes last | Allows the ranger to wear heavy leather armor. | A useful passive that allows you to use the best equipment. |
I | Spontaneous rush of blood | +4 CRG when next to an Elf | Allows Ranger and Elf to stand next to each other and make moves much earlier than everyone else. |
II | Shield Master | Allows the ranger to equip a shield; increases parry | Increases your defensive abilities. |
II | goodness ranger | Regular melee attacks will stun the enemy if they are at full health. | Approach the enemy, then hit him and stun him. |
IV | The strength of a leader | +2/4 STR | Great to increase physical damage. |
Elf skills
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Elven Ricochet | The shot can bounce off other units; one of the Tier II upgrades prevents random allies from being hit. | This is a core skill for elves, and choosing a level II upgrade (to prevent friendly fire) is useful in the long run. |
I | jubilant kiss | A ranged spell that heals a teammate. | This gives the elf some healing abilities. Healing amplification is affected by CHA. |
II | B-but I wanted for the eyes | A low-damage shot that inflicts the Shredded Hamstrings status effect - the target will take damage every time it moves. | The Tier III upgrade can be either a higher accuracy penalty or an enhanced status effect. |
IV | One shot one kill | This is the elf's most devastating skill, but it has a small penalty to accuracy/hit chance. | A Tier V upgrade that stuns enemies is what you need. |
IV | Stabilization | + Accuracy/Damage/Crit Chance while Elf is not moving | This is an optional skill if you are not attracted to other choices. Just remember not to move for a few turns to keep the buff. |
Note: in addition to AGI and CRG, try to increase the elf's STR as you progress in Dungeon Naheulbeuk . Otherwise, even her best skills won't do much damage.
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Charismatic leader | +3 CRG when near a Ranger | Ranger and Elf both have passive skills that increase their CRG/Initiative when they are next to each other. |
I | Archery | +5/10 Accuracy with Bows | No complaints here, as this (and the Tier II upgrade) increases your hit chance. |
II | Right into your eyes | +3 hit/damage for melee and ranged attacks | Another decent choice due to the damage increase. |
III | The Woods Stand Watch | +1/2 shot in overwatch mode | This and his improvement are wonderful liabilities. I hope you don't run into the overwatch error. |
III | elven eyes | +1 maximum archery range | Another great passive. |
III | Elven Arrows | +10% damage from normal bow attacks | This is an increase in your DPS. |
Barbarian Skills
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Steel barrage | Hits multiple targets in front of the barbarian | Choose an upgrade that increases damage and try not to have an ally near these enemies to avoid friendly fire. |
II | YAAARGH! | Multiple consecutive attacks on the same target | This is an absolute skill killer. Get an upgrade to land three consecutive hits and it will be a boss killer. |
III | rib crusher | Kicks and pushes the target | Get a stun upgrade; use this when other teammates are facing the same target to trigger an attack of opportunity or overwatch. |
IV | ferocious blow | Jump onto a tile and deal damage to all surrounding enemies | Get an upgrade that makes the skill have a 50% chance to stun. |
1 Note: if you use the Randomia level 1 buff to get an extra action point, you can go with: Ferocious Strike -> Steel Barrage or YAAARGH! quickly prepare minced meat from opponents.
Note 2: in ideally you should focus on STR and, for survivability, CON. However, pay attention to the barbarian's AGI as well. If you don't use your powerful attacks, they are useless anyway.
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | At least it's skin | Wear heavy leather armor | Well, you will get equipment with higher protection. |
II | Crom's guts | +20/50 Stamina | If you want to use more skills during battles, take this passive and upgrade it. |
II | sword training | +10 Sword Accuracy | Increases chance to hit with melee weapons. You can't go wrong with this. |
IV | Crom's power | +2/4 STR | Well, that's definitely a DPS increase. |
Sorceress Skills
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Vortex Wazaa | AoE arcane damage | This will last you until the end of the game as it is an AoE spell. Choose an upgrade that will give him a chance to stun. |
I | Namzar's slap | Moves the target two tiles back | This is a normal spell, but is rarely used unless teammates surround the target (for attacks of opportunity or overwatch triggers). |
I | Treat minor wounds | Far Healing Spell | What do you know? The Sorceress has something for both damage and healing. |
II | Killer Bunny Challenge | Restores your HP and MP depending on the damage dealt. | You hurt someone and heal yourself (and get some MP back). What's not to love? |
III | Large fireball | Sets enemies on fire and destroys items | Get an upgrade that turns it into an AoE spell. |
IV | Stormy hail | Can freeze your enemies | Pick an upgrade that doubles his AoE coverage and you have a chance to freeze half a dozen enemies. |
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Astral Energy Pool | +25/50 astral energy / MP | Another passive (regeneration) can be useful, although the Killer Bunny spell will handle your MP recovery later. |
II | Theory of relativity | +2 INT next to Ogre; Level II upgrade gives +5 CRG | The INT bonus isn't great, but upgrading Tier II is a game-changer with the initiative bonus. If the Wizard starts next to the Ogre, expect her turn to be earlier than the others. |
II | Astral Reach | +2 spell range | The alternative is +10% spell damage, but I find the extra range to be preferable. |
III | Arcana von Schrapwitz | +50% chance to set targets on fire with standard ranged attacks | Alternative - +20% chance to freeze targets. I found the burning effect to be more useful due to the high proc chance. |
IV | Bookworm | +2/4 INT | This is an increase in your INT and spell damage. |
Ogre skills
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Cadula Opog | Push an enemy 2 tiles with your belly | Like other push-type skills, this is useful if you need to call a teammate's spectate or attack of opportunity. Be sure to select the "tipped" upgrade. |
I | Belching | A low damage attack that hits three tiles in front of the Ogre; can stun targets | Choose an upgrade that allows the skill to also hit the sides of the ogre. |
II | Gnolo | Two hits, each dealing 60% damage | You need an upgrade that allows both slaps to ignore defense/armor. |
III | Dwarf Throw | Uh, he drops the gnome while he's around you; Deals AoE damage after the dwarf lands. | Get an upgrade that increases damage. Use this skill in conjunction with the gnome's abilities. |
IV | wild jolts | Hits up to three targets in a straight line in front of the Ogre. | One of the improvements gives the earthquake a T-shaped or hammer-type protection. |
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Ogre Breach | Allows you to destroy reinforced doors | Take advantage of the next upgrade, which will also allow you to destroy stone-fortified doors. In these rooms, you are sure to get amazing loot. |
I | Brothers in Arms | +5 hit/damage when near a barbarian | Try to keep the Barbarian close to the Ogre at all times to maintain this bonus. |
II | Ogre skin | +2/4 Defense | This helps make Ogre more durable. |
II | Advanced Kill | Allows the use of two-handed hammers | By default, the Ogre can only attack with its fists. This allows you to use better weapons. |
II | annual bath | +1/2 Physical Resistance per level (retroactively) | This is a total of +20 to physical resistance after reaching the maximum level. |
III | Akala Nom Nom | +20/40 HP per kill | It is likely that the Ogre will kill a few mobs during the fight, so this keeps him in top condition. |
IV | Ogre Power | +3/6 STR | More ways to increase your DPS. |
Gnome skills
The dwarf is rude, rude and downright evil. But he's also a tough tank that can help you get further in The Dungeon of Naheulbeuk: The Amulet of Chaos
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Yakak Charge | Deals damage and knocks down the target | By default, this only hits one opponent. Later, when you unlock level V, you can choose an upgrade that will allow you to hit three tiles in front of the gnome. |
I | Whirlwind Strike Gurdil | A spin attack that hits every cell around the gnome | If used in combination with Ogre's Dwarf Throw skill - and assuming the dwarf is following the ogre under its own power - you can quickly follow your whirlwind to take out a few enemies. |
II | Thunderhip Dash | Charges four tiles in a straight line or diagonally | This skill also helps the dwarf become more mobile. Choose an upgrade that increases the distance to six tiles. |
III | Get Tae F@$*! | Shield strike that pushes your target back | Use this to force a teammate to observe or attack of opportunity; select stun upgrade. |
IV | Hold me back | Deals 200% damage to one target; must have the support of two allies | The upgrade increases damage to 350%, but you need three allies to support you. The setup may take some time. |
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Leather Brothers | +3 defense next to the barbarian | If the ogre throws the gnome and the barbarian performs Ferocious Strike, then you can see these gifts even after both move on. |
I | iron beard | +3% Physical and Magic Resistance | Upgrades will increase physical or magical resistance even more. |
II | stone counter | +10 Parry and cannot be knocked down while in defensive stance | This passive skill is fun as it makes you more durable. |
III | Dwemer exposure | +20/40/60 Max Stamina | If you want to play more aggressively and use more skills more often, then this passive is a good choice. |
III | Shield Master | +3/5/8 parry | Alternatively, this is for defensively oriented players. |
IV | Dwarven Strength | +3/5 STR | Of course, you need to deal more damage. |
Thief skills
To be honest, Vor is probably my least favorite character in "Nakhylboyk Dungeon: Amulet of Chaos" . Whether he strikes close or strikes from afar, he hardly matches the abilities of others.
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Sneak Punch | Backstab for 200% damage | This only works if the thief is directly behind the target. You can use the aggro/taunt spell first. |
I | caltrops | Deals minor damage, but immobilizes the target. | It can be helpful, but half the time it is resisted. |
I | Stealth | Becomes invisible and can move; will be automatically detected if within 3 cells in front of the enemy | Again, this can be helpful, but you will probably get discovered from time to time. |
I | Defuse the trap | Allows you to disable traps during combat and exploration | Unlocked by default. You can also switch to Vor while exploring to disable traps and get an explosive bomb. |
IV | nerve blast | Chain three attacks in a row; each attack has a penalty to accuracy; a missed attack will break the combo | Upgrade it so you have four consecutive attacks. This is probably the thief's most useful skill and comes very late in the game. |
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | God saves man, who save himself | Allows you to wear heavy leather armor | Get this so you can equip the best armor pieces. |
I | lone wolf | +5/10% Critical Strike Chance when there are no allies nearby | This is useful as long as you stay away from teammates. |
II | bomberman | Bombs are stronger and have additional effects | A good example is the Frost Bomb, which usually hits a single target. If you have this passive, it can hit 6 tiles instead (potentially freezing everyone on those tiles). |
III | Poisoned Daggers | Normal melee attacks have +20% chance to poison targets. | This is useful as you probably won't be spamming other skills anyway. |
III | exploiting weaknesses | +10% more damage against targets suffering from a status effect | Have a teammate drop or drop anything that causes a status effect and let the Thief focus on that opponent. |
IV | Cunning Agility | +1/2 AGI and +2/6 Evasion | This boosts your defensive and offensive abilities. |
Priestess Skills
The Priestess has amazing healing spells and is one of the extra companions you can choose pretty early on in Nakhylbeuk Dungeon: Amulet of Chaos . Choosing her also means I wasn't able to play Paladin or Minstrel to see their full potential.
Active skills:
Level of | Skill | Effect | Additional Notes |
I | Recovery of Euclid | Far Healing Spell; +50 healing and +2 defense | This remains useful throughout the game. Upgrade options even remove physical or magical negative status effects. |
I | Euclidian chain of lightning | 90% damage; hits one target, then splits into two additional bolts that hit adjacent units | Use an upgrade that increases spell damage by up to 150%. Yes, chain lightning can hit allies, but try to use stronger characters as "guides". |
I | The Inner World of Euclid | +4 Defense and +2 CHA | This is available by default. I rarely used this buff. |
II | Blessing of Euclid | +2/4/5 STR, INT and CRG | This is one of the best buffs in the game. This not only increases your physical and magical damage (STR and INT), but also increases your initiative (CRG). The AoE coverage is huge too. |
III | Lightning Euclid | Spell 200% lightning damage | This can only be used if two or more allies are below 50% health. |
III | wave of healing | +50 healing; 6 tiles | This is an AoE heal that is great for the endgame. The upgrade also increases it to +80 Healing and is further affected by your CHA. |
note: what regarding the Youclidhian Lightning Chain spell, the idea is to have someone like a Barbarian, Ogre, or Dwarf get close to the enemies. They have skills that make it easy for them to do this. For example, a barbarian has a ferocious strike, and a dwarf can use Thunder Hip Dash (or the Ogre Dwarf Throw ability). Try to position your teammates so that they are next to several opponents. Then use chain lightning to fry everyone. Your friends are generally "survivable", which means they can survive a devastating attack.
Passive skills:
Level of | Skill | Effect | Additional Notes |
I | Brainstorm | +10 astral energy regeneration/MP each turn when next to a Sorceress | I mean, two rollers are often left behind, so you have to keep them close to each other. |
I | Heartthrob of the masses | +2 CHA when near a barbarian, thief or ranger | Three different characters will receive a fixed bonus, so it should be easy to keep it up during the fight. |
I | Blessed Reserve and Astral Restoration | +25/50 maximum astral energy and +5/10 astral energy per turn | Having more MP is definitely helpful. Similarly, you probably won't need another passive (MP regen) while standing next to Wizardess. This can help when you're in a pinch (e.g. use Youclidhian Lightning Chain, then Healing Wave in quick succession). |
III | The blinding light of Euclid | Targets hit by a standard ranged attack get -2 Accuracy for 2 turns. | A single shot from your regular beams and targets will make it harder to hit you or your friends. |
IV | Heavenly teachings and divine aura | +2/4 INT and +2/4 CHA respectively | I suggest using Divine Aura first as Priestess's spells depend on the CHA stat |
Defeat the final boss
After playing in The Dungeon of Naheulbeuk: The Amulet of Chaos in about 18 hours or so, you will probably reach the last chapter of the game. There you will meet the final boss of the game.
Once you reach the area with the Dwarf Anvil, you will be presented with a choice: destroy Amulet of Chaos or do nothing. If you choose the second one, you will get a short conversation. This is not really a true ending, as the game immediately gives you the same choice as before.
In any case, after destroying the item, you need to find the location of Mel Boots. Don't forget to save when you are told to go to the basement. As mentioned above, there is actually a bug here that was preventing me from advancing further as I couldn't interact with anything in one of the rooms. If everything is going well for you, then you should see a pentagram on the floor.
You will then take part in several battles - some involving cultists and dark knights, and others involving mad chickens (I'm not kidding). In the end, you are pushed back to the first floor. Head towards the magically sealed doorway and you will see a staircase leading to Zangdar's lair.
Zangdar is a powerful sorcerer and he is the final boss Dungeons of Nakhylbeuk . However, before you can fight him, you need to do a few things.
Solve the riddle
In one of the rooms there is a riddle:
I may be longer than a dozen men, but I only need one to lift me up. And yet twenty people could not point me to heaven. Who am I?
The answer is rope. You can click on it in your inventory.
Behind the doorway you will find a garden with several statues arranged in an unusual pattern. Write down in your mind what you saw.
In one of the rooms to the south you will find Zangdar's laboratory. Arrange the pedestals in the same way as you saw in the garden:
- ➤The outer pedestals face the center.
- The pedestals in the center face each other.
This will unlock the next room where you can collect the Key of Zandar. This will open the door to his lair.
Other meetings
Anyway, there are a couple more meetings on this floor. One contains possessed books and the other contains several insane prisoners.
As far as I know, they are not needed to get to Zangdar's quarters. We go further and make our way there (the room is marked with a gold circle on the minimap).
Zangdar boss fight
The Zangdar boss fight is unlike anything you've ever seen. have seen в "Dungeon Nakhylbeuk" . This is due to an additional mechanic that comes into play: Zangdar's shield. You can see the mechanics in the image below:
Basically, Zangdar is invulnerable while his shield is active. However, when your characters take turns, they "play music" and deal damage to the bubble itself.
The "Music Damage" that the character deals depends on the number of allies that are nearby in front, behind and next to them (diagonally adjacent ones do not count). So the goal is to ensure that the characters with the highest Courage (initiative) are surrounded by a few teammates.
As the fight progresses, try to have the non-attacking characters take positions that will be next to the one who will make the move later. If you can't detonate these notes early, you'll be able to catch up near the end of your turn order.
It takes about 15 "musical shots" to destroy the shield or, umm, pop Zangdar's bubble. Ideally, characters that can deal a burst of damage should go last - like the Barbarian with YAAARGH! and a thief with a nervous outburst. You will be able to kill him within three or four rounds.
Oh, and before I forget, there are a few more things to consider:
- If Zangdar's shield is gone, he will renew it when it's his turn. If it's too late in the turn order and his bubble hasn't been destroyed yet (but has a few cracks on it), don't break it if Zangdar is about to make his next turn. You probably won't be able to deal much damage if you time it wrong, and you'll also have to destroy the newly upgraded bubble.
- Breaking a shield will deal a small amount of AoE damage to your characters.
- Zangdar tends to use various spells such as Hailstorm (freeze) and something that triggers the "Scare" status effect.
- The golem is active at the start of combat. Additional mobs will also appear, such as spiders. You can safely ignore them and just focus on Zangdar and the boss fight mechanic.
Once Zangdar is dead, you can claim your loot (basic health potions only). This surprised me too, as I thought there would be additional battles ahead.
In any case, you can also see final credits The Dungeon of Naheulbeuk ". Unfortunately, after defeating the game's final boss, there doesn't seem to be a New Game+ mode.
The Dungeon of Naheulbeuk: The Amulet of Chaos available on Steam.