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Monsters Den Guide
Game Info
• Intro
• Mechanics
• Classes
Equipment
• Weapons
• Armors
• Other Items
World
• Monsters
• Bosses
• Special Rooms
Strategies
• Character Builds
• Party Builds

Monsters Den Guide




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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