GloryboundFIELD GUIDE Steam

THE FIELD GUIDE / 02

Field Guide

Plan your turn, prepare for the boss rounds, and decide what to bring back into the next run.

Steam prerelease guide. Combat examples describe the preview; preparation tips are suggestions.

01 / COMBAT

Before you end the turn

The party acts first. The horde gets its chance when you end your turn, so check the end position before spending movement.

  1. Pick the threat. Identify which enemy could reach a vulnerable champion once the horde moves.
  2. Check movement and reach. Look at the selected champion’s movement meter. If a second champion must finish a combo, check that they can reach the target before you spend the first action.
  3. Set up, then follow through. For freeze and steel, apply frost first and strike while the target is frozen. If the strike is out of reach, use a safe action and reposition instead.
  4. End the turn when ready. The preview labels the control Space. After the horde moves and the next wave enters, reassess which champion is exposed.

Check spell setup conditions

The Warrior's movement meter in the top left and the End turn control above the action bar.
Look for Movement at the top left and End turn above the action bar. Preview image · Glorybound game

02 / CHECKPOINTS

Boss rounds

The first boss arrives on round 10. Four more appear on the way to conquest:

  1. ROUND10
  2. ROUND25
  3. ROUND50
  4. ROUND75
  5. ROUND100

Prepare one round early

If the next number is a boss checkpoint, use the preceding turn to bring the party back within supporting distance. Look for repeatable boss moves before committing your closest champion. Detailed move timings are still unverified.

At round 100

The preview description gives you a choice: end the run as conqueror or continue. End the run if your goal was to clear the hundredth round; continue if you want to see how far the current party can go.

03 / PROGRESSION

What carries over?

Defeated enemies earn Glory. You keep that Glory when a run ends in defeat and can spend it in the Glory Tree on permanent unlocks.

During the run: Level-up cards can add spells, improve an existing spell or increase a stat. Pick for the problem you are facing now.

Between runs: Look for a champion if you are missing a role, a spell if the role lacks a needed setup or follow-up, or more action-bar keys if you need room for actions you already use. Check the actual tree for availability and cost before spending.

Warrior level-up menu showing a spell upgrade, a stamina passive and new spells.
A level-up card affects the current run. Preview image · Glorybound game

04 / OPTIONAL ENCOUNTERS

Should you take the detour?

Use village services if you need help first. A camp, the barrows and the summit Warden are optional encounters to weigh against your next boss checkpoint.

At the shrine

The Vigil asks you to hold your ground for five rounds. The preview shows a visible progress counter. If the party is already stretched or a boss is next, skip the detour and keep the group together.

On the summit

The stone Warden is an encounter, separate from the playable Warden. The official description says it does not follow you down the summit. If you are not ready to commit, leave the summit rather than taking the fight with an exposed party.

The Vigil encounter with the objective marked 3 of 5 rounds and enemies surrounding the party.
The Vigil counter reads 3 of 5 rounds. Preview image · Glorybound game