Battle Scars

Battle Scars are Traits that are permanently applied to a Hero upon completion of each Dungeon. This feature that was added with v1.05 of Guild Of Dungeoneering, but the original system was completely revamped with v1.06. For those players who a fan of this feature, the options menu allows enabling or disabling the application of new Battle Scars.

There are a total of 17 different Battle Scars possible, but each Hero can only receive 2 different scars. Because scars are applied randomly and can never be removed, some Heroes will undoubtedly become favorites while others become completely unused, or may even be sacrificed in order to generate a new Hero of a certain Class. Determining which specific combination of scars is good or bad is up to each player, as both Hero Class and play style will have a very large impact on the pros/cons of each individual battle scar.

The full list of Battle Scars is below, separated by "staged" scars and "standard" scars.

Staged Battle Scars
There are a total of 11 staged Battle Scars available, each of which starts out as the "Early Stage" version and transforms into the "Final Stage" version later. As a rule, there will be both a benefit and a penalty by the time the final stage of any scar is reached, but whether the benefit is applied before (early stage) or after (final stage) the penalty is applied depends on the specific scar.


 * Flesh Wound
 * [Early Stage]: -1 HP
 * [Final Stage]: -1 HP, gain Tenacious


 * Fountain Addict
 * [Early Stage]: The Hero is drawn toward fountains, and the first tile card each turn always has a fountain
 * [Final Stage]: In addition to Early Stage, the Hero becomes immune to negative fountain effects


 * Gullible
 * [Early Stage]: One Loot choice is of a lower level than normal
 * [Final Stage]: In addition to Early Stage, +1 to all gold gained from Treasure


 * Hard Headed
 * [Early Stage]: +1 HP, -1 card
 * [Final Stage]: +2 HP, -1 card


 * Hubris
 * [Early Stage]: Seeks out higher level Monsters (same pathing change as Barbarian's Deathwish)
 * [Final Stage]: In addition to Early Stage, +1 HP vs higher level Monsters


 * Hulking
 * [Early Stage]: +1 HP
 * [Final Stage]: +1 HP, +1 Stupidity


 * Paranoid
 * [Early Stage]: +1 Armour
 * [Final Stage]: +1 Armour, +1 Stupidity


 * Punch Drunk
 * [Early Stage]: +1 Stupidity
 * [Final Stage]: +1 Stupidity, all Uhh.. cards now block 1 damage of any type


 * Pyromaniac
 * [Early Stage]: +1 Fire
 * [Final Stage]: +1 Fire, gain Burn


 * Scrounger
 * [Early Stage]: One Loot choice is of a higher level than normal
 * [Final Stage]: In addition to Early Stage, the Hero can no longer take Treasure instead of Loot


 * Tricksy
 * [Early Stage]: Start each quest with a level 1 Loot choice
 * [Final Stage]: In addition to Early Stage, no gold is gained from Treasure

Standard Battle Scars
There are a total of 6 standard Battle Scars available. These scars will provide a +1 bonus to a single set of Abilities, with no downside other than possibly poor synergy with other Traits and Abilities.


 * Agile: +1 Swift
 * Mystical: +1 Arcane
 * Naturist: +1 Growth
 * Scarred: +1 Crush
 * Veteran: +1 Blade
 * Zealot: +1 Holy