Pretty Decent Gumballs and Dungeons Adventure Titles Guide

The ins and outs of Adventure titles in Gumballs & Dungeons.

There's a real lack of information about the titles in Gumballs & Dungeons and that's a shame since you really really need to know exactly what they do so you can come up with an effective build and strategy for the dungeon you're in or about to do.

This guide will be covering the Adventure (Or Venture, depending on what you call it. I call it Venture so we're sticking with that) titles and their effects as you learn and upgrade them.

This title set has a number of gimmicks unique from its Magic and Melee counterparts that you really can't understand without learning and trying the titles themselves. Luckily for you I went ahead and did all the legwork -- leveled them all up myself and logged the effects of the items they give and how they work. Now you don't have to do it yourself and ruin a run. That's just crazy, right?

There are a few minute details missing here that I'll sweep in and clean up later, but as it stands this guide is functional as can be. I've written an identically-formatted guide to Magic titles as well.

Something to note is that it is split by sides. The first half focuses on the top side of the tree (Explorer) and the second half focuses on the bottom side of the tree (Explorationist). You'll see what I mean.

Fortune Finder (Rank 1)

- Attack +1/2/3
- Detects 3/4/5 enemies' locations on each floor
- Consumes 100/150/200 EP

Not much to say here, as this is simply the launching pad for this title. that said being able to see enemy locations is very convenient.

Goes into: Explorer and Explorationist

Explorer (Rank 2; from Fortune Finder)

- HP +20/30/40
- Grants an Explorer's Compass, which grants additional uses on title upgrade.
- Grants +10/15/20 EP each time you enter a new floor
- Consumes 200/250/300 EP

The EP bonus is decent, but doesn't pay itself off for a long time. Remember that each 10 floors is 100 EP, and it takes at least 300 EP to get this title when you have Venture as your primary -- so at its most basic, it takes 30 floors to make this title pay itself off. It takes 50 to pay off if you have Venture as a secondary.

The Explorer's Compass gives ingredients on use. The higher the rank of this title, the more times you can use it and the more items it gives.

Goes into: Night Walker and Demon Hunter

Night Walker (Rank 3; from Explorer)

- Attack +1/2/3 Power +1/2/3
- Grants the Night Walker's Lantern, which has a chance to show a key's location on a floor.
- Consumes 300/350/400 EP

The Night Walker's Lantern is pretty useful, especially when you're on a higher floor and can't risk the health it would take to kill every enemy on every floor. Upgrading this title increases the chance of detecting the key.

Goes into: Evil Bandit or Elf Paladin

Demon Hunter (Rank 3; from Explorer)

- Attack +1/2/3 Power +1/2/3
- Grants the Demon Hunter's Bow, which does +10/15/20% damage to undead enemies.
- Consumes 300/350/400 EP

This title is obviously best taken in dungeons with loads of undead enemies, but you may want to look at the features of Legendary Hunter and Great Elf King before you dismiss it otherwise.

Goes into: Elf Paladin or Treasure Hunter

Evil Bandit (Rank 4; from Night Walker)

- Attack +1/2/3 Power +1/2/3 MP +20/30/40
- Upon learning and upgrade this title grants a Noble Silk Ribbon, Ceremony Ring, and Velvet Cloak to make the Noble Suit equipment set, which decreases EP consumption as well as +100 HP.
- Consumes 400/450/500 EP

This title is decent, especially if you're really gunning for other titles and need a way to reduce EP consumption. The downside is there are certainly more powerful Rank 3 Venture titles, and the pieces take up 3 equipment slots. If you get this and have other, better equipment just equip these pieces when you're investing in titles then re-equip your better gear.

Goes into: Great God of Thieves or Farplane Ranger

Elf Paladin (Rank 4; from Night Walker or Demon Hunter)

- Attack +1/2/3 Power +1/2/3 HP +20/30/40
- Grants 1 Statue of Black Leopard for each level in this title.
- Consumes 400/450/500 EP

This title seems substandard but the Statue of Black Leopard summons a Black Leopard to join you in the dungeon. It's not indestructible but can be a help when you're trying to save health. That said, the Black Leopard isn't all that useful unless you've gotten the Great Elf King title.

Goes into: Farplane Ranger or Great Elf King

Treasure Hunter (Rank 4; from Demon Hunter)

- Attack +1/2/3 Power +1/2/3 HP +20/30/40
- Grants Hunter's Leather Armor, Hunter's Long Boots, and Hunter's Storage Chest when learned and upgraded. One piece per upgrade.
- Consumes 400/450/500 EP

This set grants additional EP when killing enemies as well as on Perfect Kill. It also has +12% dodge and +3 defense. Not bad!

Goes into: Great Elf King or Legendary Hunter

Great God of Thieves (Rank 5; from Evil Bandit)

- Grants an upgrade to the Night Walker's Lantern to turn it into the Great God of Thieves's Lantern, which detects items when you enter a cave, tent, etc.
- Enhancement upgrade: Attack +2/3/4 plus +2/2/2 Thief's Wicks
- Enhancement upgrade: Attack +2/3/4 plus +2/2/2 Thief's Wicks
- Enhancement upgrade: HP +40/60/80 plus +2/2/2 Thief's Wicks
- Consumes 500 EP on learning, and 500 EP per enhancement

This title's Thief's Wicks can be used to reveal the location of a key on the floor you're on. This doesn't sound great until you're deep in an Endless Mode run and don't want to have to fight more than you have to. Have to stay alive for those boss fights!

Farplane Ranger (Rank 5; from Evil Bandit or Elf Paladin)

- If you went Night Walker, this title will upgrade the Night Walker's Lantern to Farplane's Lantern, which can confine the souls of the dead when you search a corpse.
- If you went Demon Hunter, this title will upgrade the Demon Hunter's Bow to Farplane's Bow, which has a chance of confining the soul of an enemy after killing it (provided it's not lifeless).
- Enhancement upgrade: Attack +2/3/4 plus 2 Nether Wicks or 1 Farplane Arrow based on whether you went Night Walker or Demon Hunter
- Enhancement upgrade: Power +2/3/4 plus 2 Nether Wicks or 1 Farplane Arrow based on whether you went Night Walker or Demon Hunter
- Enhancement upgrade: HP +40/60/80 plus 2 Nether Wicks or 1 Farplane Arrow based on whether you went Night Walker or Demon Hunter
- Consumes 500 EP on learning, and 500 EP per enhancement

This title is reasonably strong no matter whether you went Night Walker or Demon Hunter, but their uses vary based on the dungeon you're in.

When you confine a soul it's added to your inventory as an item that you can use to cast spells or recover, depending on the effects of the soul itself.

Farplane Arrows deal 50 damage and also guarantee you'll confine an enemy's soul when it's defeated. This still only works on enemies who are alive (no undead or elementals).

Nether Wicks 1-shot any enemy but bosses, which is amazing in some dungeons like the Ancient Arena and some sky dungeons. These are your key to success when trying to get the hidden Spartan gumball.

Great Elf King (Rank 5; from Elf Paladin or Treasure Hunter)

- If you went Night Walker, this title will upgrade the Night Walker's Lantern to the Great Elf King's Lantern, which strengths any animals you may summon.
- If you went Demon Hunter, this title upgrades the Demon Hunter's Bow to the Elf King's Bow, which shoots an enemy for 10x damage when you enter a floor.
- Enhancement upgrade: Attack +2/3/4 plus 1 Elf's Wick
- Enhancement upgrade: Power +2/3/4 plus 1 Elf's Wick
- Enhancement upgrade: HP +40/60/80 plus 1 Elf's Wick
- Consumes 500 EP on learning, and 500 EP per enhancement

Going either route is pretty nice, but going Night Walker into Great Elf King is only really useful in some dungeons, particularly those in which you can get animal summons often (or one there you've gotten a quest that's granted you a summon like the Lion). Basically don't use your Statue of Black Leopards until you get to this title.

Demon Hunter into this is much stronger at first glance, though it is important to remember that the shot the Elf King's Bow sets off when you enter a floor only does 5x damage to bosses. Still, not too shabby!

The Elf's Wick you get when you enhance your stats can be used to recover both your HP and MP by 20% at once.

Legendary Hunter (Rank 5; from Treasure Hunter)

- Upgrades the Demon Hunter's Bow to the Legendary Bow when learning this title. The Legendary Bow automatically shoots a visible enemy every 5 turns.
- Enhancement upgrade: Attack +2/3/4 plus 2 Legendary Arrows
- Enhancement upgrade: Power +2/3/4 plus 2 Legendary Arrows
- Enhancement upgrade: HP +40/60/80 plus 2 Legendary Arrows
- Consumes 500 EP on learning, and 500 EP per enhancement

This is a very safe option for most builds as the automatic attacks from your bow do a great job of clearing of softening your enemies at higher floors. It doesn't do as much damage as the single shot from the Great Elf King's Elf King Bow but it does damage far more often.

Legendary Arrows are usable damage items that do 2x your gumball's current attack to every visible enemy on the floor.

Explorationist (Rank 2; from Fortune Finder)

- HP +20/30/40
- Grants an Explorationist's Compass, which grants additional uses on title upgrade.
- Heals +6/9/12 EP each time you enter a new floor
- Consumes 200/250/300 EP.

The healing this title gives can be a help early in a dungeon if you don't have any other recovery options but its usefulness drops off hard around the 30th ~ 40th floor of most Endless Mode dungeons.

The Explorationist's Compass gives resources and ingredients. The higher the rank of this title, the more times you can use it and the more items it gives.

Goes into: Rune Master or Blacksmith

Blacksmith (Rank 3; from Explorationist)

- Attack +2/4/6
- Grants the Forging Anvil when learning, which gives a chance to receive Quenching Essence when disenchanting treasures.
- Consumes 300/350/400 EP

This title leads to bigger and better things, but you probably want to know what Quenching Essence does: Quenching Essence increases your Attack by 20% and gives you a 20% chance to be immune to counter attacks for a single floor. Not too shabby, but it can take a while to start getting them.

Goes into: Weapon Master or Royal Blacksmith

Rune Master (Rank 3; from Explorationist)

- Power +2/4/6
- Grants the Magic Crucible equipment, which gives a chance to receive two low-grade spells instead of one when you find them.
- Consumes 200/250/500 EP

This title is pretty handy if you're going for a magic-oriented build, but is essentially useless if you're focusing on physical attacks. The Magic Crucible gets stronger with each upgrade and starts with 1 Defense.

Goes into: Royal Rune Master or Weapon Master

Royal Rune Master (Rank 4; from Rune Master)

- Power +2/4/6 MP +20/30/40
- Grants a Rune Ring, Goblin's Gloves, and Pendant of Magic Energy upon learning and upgrading.
- Consumes 400/450/500 EP

The equipment set you get from this title is great for a magic-oriented run. On full set it gives you +5 Power, +50 MP, and a 20% increased chance to receive advanced scrolls. Just bear in mind the set requires 3 equipment slots, plan your artifacts accordingly!

Goes into: Holy Rune Master or Great Enchanter

Weapon Master (Rank 4; from Rune Master or Blacksmith)

- Attack +1/2/3 Power +1/2/3 HP +20/30/40
- Grants 1 Weapon Master's License on learning and upgrading.
- Consumes 400/450/500 EP

At first glance this seems like a garbage title, but you get 3 total Weapon Master's Licenses total between learning and upgrading.

The Licenses increase your Attack and Power by 3% (based on your current stats when learning). These are best used deeper in Endless Mode dungeons to help keep your Attack and Power up to current floor standards.

Goes into: Great Enchanter or Great Swordsmith

Royal Blacksmith (Rank 4; from Blacksmith)

- Attack +2/4/6 HP +20/30/40
- Grants the Forging Spectroscope, Pocket Watch Necklace, and Accurate Set of Tools as you learn and upgrade this title.
- Consumes 400/450/500 EP

Upon full upgrade this title awards all three pieces of the Blacksmith Artisan Suit. Two pieces give additional EP when disenchanting, while the full set gives +5 Attack, +50 HP, and increases your chance of finding advanced treasures by 20%.

Holy Rune Master (Rank 5; from Royal Rune Master)

- Upgrades the Magic Crucible to the Arcane Crucible when learning this title. The Arcane Crucible allows you to combine two of the same magic scroll to make a higher level one
- Enhancement upgrade: Power +2/3/4 plus 2 Magic Runes
- Enhancement upgrade: HP +40/60/80 plus 2 Magic Runes
- Enhancement upgrade: MP +40/60/80 plus 2 Magic Runes
- Consumes 500 EP on learning, and 500 EP per enhancement

Another amazing title for basically any magic-oriented run.

The Magic Runes you get for each enhancement are used as fodder to combine scrolls.

To actually combine you tap the Crucible, then choose the scroll you want to make. You have to use one Magic Rune per combination and you get 18 total, so choose your spells wisely.

Great Enchanter (Rank 5; from Royal Rune Master or Weapon Master)

- If you went Rune Master, this title will upgrade your Magic Crucible to an Enchanter's Crucible, which does extra magic damage when you attack
- If you went Blacksmith, this title will upgrade your Forging Anvil to an Enchanter's Anvil, which you can use to upgrade mage-oriented equipment should you have it
- Enhancement upgrade: Power +2/3/4 plus either 1 Enchanter's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Enhancement upgrade: HP +40/60/80 plus either 1 Enchanter's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Enhancement upgrade: MP +40/60/80 plus either 1 Enchanter's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Consumes 500 EP on learning, and 500 EP per enhancement

Going with Great Enchanter if you chose Blacksmith as an earlier title is very situational and really only worth it if you have mage-oriented equipment on-hand that you can/want to upgrade. Otherwise it's hard to recommend unless you really need Quenching Essences.

Going with Great Enchanter after Rune Master has more uses as the extra magic damage can be a help.

Great Swordsmith (Rank 5; from Weapon Master or Royal Blacksmith)

- If you went Rune Master earlier, this title will upgrade your Magic Crucible to a Swordsmith's Crucible, which has a chance to make you immune to counterattack.
- If you went Blacksmith earlier, this title will upgrade your Forging Anvil to a Swordsmith's Anvil, which can be used to upgrade the melee-oriented equipment.
- Enhancement upgrade: Attack +2/3/4 plus either a Swordsmith's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Enhancement upgrade: HP +40/60/80 plus either a Swordsmith's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Enhancement upgrade: MP +40/60/80 plus either a Swordsmith's Rune or 2 Quenching Essences based on whether you went Rune Master or Blacksmith
- Consumes 500 EP on learning, and 500 EP per enhancement

Like the Great Enchanter above, choosing this after Blacksmith is very situational as it's used to upgrade melee equipment -- though Quenching Essences are pretty nice to have.

The Swordsmith's Rune you get from enhancing when you went Blacksmith is a fairly powerful consumable, granting 50% additional attack while making you immune to counterattack for a floor. Just a great item.

Holy Blacksmith (Rank 5; from Royal Blacksmith)

- When learning this title your Forging Anvil will be upgraded to an Arcane Anvil, which can be used to forge Rank 6 equipment using Quenching Essences.
- Enhancement upgrade: Attack +2/3/4 plus 2 Quenching Essences
- Enhancement upgrade: HP +40/60/80 plus 2 Quenching Essences
- Enhancement upgrade: MP +40/60/80 plus 2 Quenching Essences
- Consumes 500 EP on learning, and 500 EP per enhancement

If you want to try to get a full 6-star set, this is the way to go. Save up those Quenching Essences you started stocking up on when you unlocked the Blacksmith title and hope you can forge your way to victory.

And that's it for Venture titles. There are only a portion of the titles you have to work with in Gumballs & Dungeons, but this is a start. Melee and Magic title guides are coming soon!

If you or someone you know are pretty new to the game and need some advice on playing effectively, feel free to check out (and share) my Gumballs & Dungeons basic systems guide and dungeoneering advice guide.

Published Dec. 28th 2016

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