Game Mechanics
Strength = better attack with melee weapons such as axes, spears, swords, maces and daggers.
Dexterity = better attack with ranged weapons such as bows and crossbows, and also with daggers.
Intelligence = better attack with wands, and helps with various spells and abilities.
Endurance = more health, which is always a good thing.
Note: Weapon Damage and Monster Health grow exponentially, stats bonuses don't,
so in the long run stat-based abilities don't do as well as weapon-based ones.
Because of this, Mages aren't as useful as they should be, and there's little point
in raising anything but Endurance.
Classes
There are 5 classes in Monster's Den, each with its own strengths and weaknesses.
Warrior
. Strengths: Good at taking damage, and dishing it out
. Weaknesses: Physical melee damage only
. Skills:
. power attack = my bread-and-butter, good for short battles
. inspire = group buff, good for long battles
. adrenaline = great for long battles
. shield wall = useful for warriors with a shield, especially tank builds
. resolve = self-healing based on endurance, good for tank builds
. defiance =
. bloodlust =
. cleave = need to be in the middle to get full value
. overwhelm = hard to get enough speed for this, without sacrificing defense
. execute = uses all your power, but kills target instantly (except bosses)
Rogue
. Strengths: Good speed, debuffs and combos
. Weaknesses: Medium defense, no magic, limited ranged options
= hide = useful, especially in all-rogue parties, and with "create opening"
= pierce defenses = handy vs armored monsters
= sneak attack = handy
= create opening = very powerful
= sap strength = debuff, i never use it
= cripple = works with warriors "overwhelm", even on bosses
= coup de grace = instantly kills stunned enemies
= poison = i never use it, suffers from stats-vs-weapons balance
= flash powder = i never use it
= thief's luck = works in combination with rangers "hail of arrows"
Ranger
. Strengths: Great speed and ranged attacks, can heal
. Weaknesses: Medium defense, no magic, limited melee skills
. Skills:
= hunter's prowess = double damage to creatures, 10% chance to kill; great on "creature" levels
= force of nature = multiple-attack, but melee only - not that useful
= pin = good debuff, especially for bosses or back row nasties
= envenomed arrow = i never use it, suffers from stats-vs-weapons balance
= swiftness = group buff, might work well with warrior's "overwhelm"
= nature's balm = regen buff, good for long battles
= healing lore = good to have, same as cleric's "heal"
= focus = regain power faster, quite handy
= pierce = good when the opportunity is there
= hail of arrows = great vs large groups
Cleric
. Strengths: Good defense, and good at healing
. Weaknesses: Limited ranged and magical abilities.
. Skills:
= heal = a must for clerics
= heal all = handy, especially for censor-based "healer" builds
= revive = handy, but not as much as you'd expect
= purify = i never use it
= shield of faith = rarely worthwhile, but sometimes it does keep your healer alive
= smite = ranged magic attack, double damage vs undead
= holy light = blinds all enemies, very useful especially vs greenskins
= anoint = target ally does 175% damage next turn, good combo with other ally abilities
= fervor = 60 power for double damage, usually not worth the cost
= litany of pain = magical hit-all, suffers from stats-vs-weapons balance
Mage
. Strengths: Ranged magical attacks, useful debuffs
. Weaknesses: Low defense, few weapon-based abilities
. Skills:
= electric storm = magical hit-all, suffers from stats-vs-weapons balance
= fireball = magical attack, suffers from stats-vs-weapons balance
= freeze = magical attack that stuns, suffers from stats-vs-weapons balance
= incinerate = short ranged attack spell, suffers from stats-vs-weapons balance
= cosmic prison = good debuff, especially for bosses or back row nasties
= invisibility = protect an ally for one turn... not worth it
= arcane armor = 40% damage reduction, which is awesome
= power siphon = i never use it
= flickering flames = i never use it
= ensorcelled blade = ranged multi-attack, but you have to wield a sword...
Equipment
Weapons
Greataxe
. warrior and ranger
. two handed melee weapon (strength-based)
. 150% damage
. -15 quickness
Spear
. warrior and ranger
. two handed melee weapon (strength-based)
. 125% damage
. special: can attack from the back row
. -10 quickness
Longsword
. warrior, ranger, rogue, mage
. two handed melee weapon (strength-based)
. 100% damage (standard)
* standard weapon for sword-and-shield warrior builds
Mace
. warrior, ranger and cleric
. one handed melee weapon (strength-based)
. 80% damage
* best (only) weapon for cleric
Dagger
. rogue only
. one handed melee weapon (both strength and dexterity)
. 100% damage
. +5 quickness
* extra speed, and double the stat bonuses
make it a great weapon early on
Bow
. warrior, ranger and rogue
. two handed ranged weapon (dexterity-based)
. 80% damage
* useful in some warrior and ranger builds
Crossbow
. warrior, ranger and rogue
. two handed ranged weapon (dexterity-based)
. 100% damage
Crossbow
. mage only
. one handed magical ranged weapon (int-based)
. 100% damage
Armor
Armor: (head,body,hands,feet)
. Cloth Armor: low defense, no penalties, best for mages
. Leather Armor: medium defense, -1 quickness, best for rogue and ranger
. Plate Armor: high defense, -5 quickness, best for warrior and cleric
Offhand:
. Parrying Dagger: low defense, no penalties, rogue only
. Buckler: medium defense, -10 quickness, everyone but mage
. Tower Shield: high defense, -20 quickness, warrior and cleric only
. Censer: no defense, no penalties, healing spell bonus, cleric only
Extras:
. Cloak: low defense, everyone can use it
. Quiver: +15 quickness, ranger only
. Amulet: varying bonuses, everyone can use them
. Rings: varying bonuses, everyone can use them
Character Builds
Warrior
= Tank = plate armor, longsword and tower shield = power attack, execute, shield wall, resolve, inspire
= Axeman = plate armor, greataxe = power attack, execute, adrenaline, resolve, bloodlust
= Spearman = leather armor, spear (back row center) = power attack, execute, adrenaline, cleave, overwhelm
= Duelist = leather armor, longsword and buckler = power attack, execute, adrenaline, resolve, overwhelm
Rogue
= Thug = leather armor, dagger and buckler = pierce defenses, hide, sneak attack, create opening
= Ninja = leather armor, dagger and parry = pierce defenses, hide, sneak attack, create opening
= Skirmisher = leather armor, bow or crossbow = hide, pierce defenses, coup de grace, thiefs luck
Ranger
= Archer = leather armor, bow or crossbow = hunters prowess, pin, pierce, hail of arrows, focus
= Shaman = leather armor, spear (back row) = hunters prowess, pin, pierce, natures balm, healing lore
= Wildman = leather armor, any melee mix = hunters prowess, force of nature, focus, natures balm, swiftness
Cleric
= Tank = plate armor, mace and tower shield = holy light, smite, heal, revive, anoint
= Zealot = plate armor, mace and tower shield = holy light, smite, heal, revive, fervor
= Caster = plate armor, mace and censor = holy light, smite, heal, revive, litany of pain
= Healer = plate armor, mace and censor = holy light, smite, heal, heal all, anoint
Mage
= Blaster = cloth armor, staff = freeze, cosmic prison, electric storm, fireball, power siphon
= Mezzer = cloth armor, staff = freeze, cosmic prison, arcane armor, invisibility, flickering flames
= Mageblade = cloth armor, sword = freeze, cosmic prison, arcane armor, incinerate, ensorcelled blade
Kongregate Badges
Alcatraz Tourist Badge = 5 points (easy badge)
Corruptor Disruptor Badge = 15 points (medium badge)
Dungeon Curmudgeon Badge = 30 points (hard badge)
Hardest of Core Badge = 60 points (impossible badge)
War Profiteer Badge = 5 points (easy badge)
Den Remodeling Badge = 15 points (medium badge)
Super Spelunking Badge = 30 points (hard badge)
Doomed Heroes Badge = 30 points (hard badge)
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