Tuesday, July 29, 2008

Monsters' Den: Book of Dread: walkthrough, tips and hints

Monsters' Den: Book of Dread is a continuation of Monsters' Den game featured on ArmorGames and is a wonderful hack-and-slash roguelike dungeon-crawl game. In the following review we will try to cover the game walkthrough on all difficulty levels, together with providing tips and hints for a perfect party setup for survival mode.

Links to the game:

monster's den - book of dread - den of terror campaign - last boss - the dreadfather






Table of contents

  1. Overview

  2. Campaigns

  3. Classes

  4. Tips

  5. FAQ

  6. Battles

    1. Regular combat

    2. Level bosses

    3. Campaign Bosses

      1. The Corruptor

      2. The DreadFather


    4. Legendary Encounters

      1. Hydra

      2. Medusa

      3. Minotaur



  7. Items

    1. Item quality

    2. Item prefixes

    3. Item suffixes

    4. Item specials


  8. Beating the survival challenge

    1. Party setup

    2. Skills and equipment

      1. Warrior

      2. Cleric

      3. Conjurer

      4. Ranger



  9. Facts about game


  10. Known bugs/glitches


  11. Known cheats/exploits




Overview

The idea of the game is simple - you have a party of 4 adventurers, and your goal is to... the goal differs :) In addition to original Monsters' Den campaign, Book of Dread features an addition dungeon quest and a new survival mode where you gather and equip your party and face endless hordes of monsters. Two main 'modes' of the game are exploration and combat. In exploration mode your party travels through the map of current dungeon level, gathers treasures, encounters enemies and meets special quests and encounters. In combat mode you are represented with a schematic representation of battle field, where your party members stand in two lines against two lines of enemies. Melee combat is only allowed between the connected lines - meaning that you can strategically position your ber and better armored troops to protect more fragile party members in the second line. (if you have ever played Disciples: Sacred Lands - or rather - chess - you will be very familiar will this combat style).

monster's den - book of dread - den of corruption campaign - last boss - the corruptor

This guide and walkthrough is a work in progress

Game campaigns:

  • Original Monsters' Den campaign - The Den of Corruption

  • New campaign - The Den of Terror

  • Totally new survival mode - The Fall of Tellunos

First of all, you have to gather your party for the adventure. The game usually suggests you well-playable class combination as your party members (for example, the 'standard' Dungeons and Dragons one - Warrior, Rogue, Mage and Cleric). We will try to cover game classes, their strengths and weaknesses, as much as suggest some b class combinations, not only good to complete the game at expert difficulty, but even viable enough to 'survive' in the survival mode as long as you want :)



Classes:

  • Warrior

    A heavy armored fighter, good not only to soak damage from the monsters, standing in the front line and protecting his fellow groupmates, but also do deal quite a hefty damage once equipped with two-handed weapons.

    Notable skills: Defiance, Cleave, Shield Wall, Inspire, Execute, Leadership

  • Cleric

    Clerics are the second class in the game that can wear heavy armor, and while potentially dealing less damage then warriors, clerics can heal the group, making it last way longer. The game on Expert difficulty is pretty hard without a cleric.

    Notable skills: Heal, Holy Light, Revive

  • Mage

    While wearing only light armor and usually possessing only a small amount of health, mages are a force to be reckoned with. Mages can attack from distance with staves, have a hefty arsenal of mass-damage spells and arguably possess the most devastating one-target skill in the game.

    Notable skills: Electrical Storm, Cosmic Prison, Ensorcelled Blade, Power Siphon

  • Ranger

    Rangers can wear medium armor, and can wield a big arsenal of weapons - from bows and crossbows to two-handed axes. Being ackquainted with some basic nature magic, rangers are also good as a secondary healer/buffer - their Nature's Balm and Swiftness buffs are very precious. They are also very fast units, often faster then rogues. And their Force of Nature skill can be compared to mage's Ensorcelled Blade by destructive power, while being quite cheaper energy-wise.

    Notable skills: Hail of Arrows, Pin, Force of Nature

  • Rogue

    Rogues are masters of daggers, poison and deception. They receive bonuses to damage from both strength and dexterity when wielding daggers, though they can be deadly with a bow as well (hint: Coup de Grace). They are also very fast, providing you with a chance to start combat first and often even dispatch one enemy before he even had a chance to move.

    Notable skills: Pierce Defenses, Sneak Attack, Create Opening, Thief's Luck, Coup de Grace

  • Barbarian

    Barbarians can be referred to as 'machines of destruction'. While not posessing any special 'total destruction' skills like mages or rangers, every attack of a properly equipped barbarian can be as devastating. They also possess two exceptional passive skills, making them very worthy at higher levels.

    Notable skills: Reckless Fury, Whirlwind, Brutality, Vengeance

  • Conjuror

    While wearing light armor, conjurors are good at building defensive walls in front of them by summoning endless amounts of creatures from the ether. Conjuror minions can perform any task - taking hits in front rows, restore health or mana to all party members, even removing cursing from your allies and cursing the enemies. Conjuror also possesses a spell that increases damage resistance of every party member, and can raise a fallen companion in the battle.

    Notable skills: Manasprite, Eldritch Aegis, Call Soul




General tips:

  • Every time you explore a section of dungeon you haven't been to before it counts as a round of regeneration in combat.

  • If you have a cleric in party (or at least a ranger), you can use 'full regen' trick: kill all but one weak monster (preferrably of healer type so he doesn't do much damage), and then just skip turns healing everybody as needed to regen power points. This way you don't have to worry about healing between encounters (and don't have to use shrines, that decrease your score.)

  • There is no reason for a warrior to take Power Attack into a quickslots over Adrenaline. Adrenaline gives you 130% damage for the rest of the battle, plus a whooping stun immunity. You can take both Adrenaline and Power Attack, but don't take Power Attack over Adrenaline.

  • If you clean the whole level of monster presence, then on the next level you will have an option to retreat to the previous level and fully regenerate there (dead party members will be resurrected and restored to full hit points and power). This option is only available once for each level, but it is indeed very powerful.

  • Prefer not to regen at altars - each altar use decreases your score.




FAQ

Q:where do I get journeyman's stones? I only have X of them, but it says I need 9? A:journeyman's stones only appear at the fearsowers in the first 9 levels of the game. If you have skipped at least one fearsower group in the game - you can not complete the second campaign (by teleporting to and killing The Dreadfather - the second campaign main evil guy).



Battles

Regular combat

If you have ever played Disciples: Sacred Lands - or rather - chess - you will be very familiar will combat system in Monsters' Den: Book of Dread. There are two rows to place your party members - front row and back row. Characters or creatures from the back row cannot be engaged in melee combat if there exists an alive party member/creature in a front row - thus front row serves as a "protection layer" for the back row, and heavily armored characters (like warriors and sometimes clerics) should be put in the front row.

Level bosses

Every level of a dungeon in the game contains a "Level boss" - a powerful monster with his close minions. These battles are usually way harder than regular dungeon encounters, though they are guaranteed to return an 'epic'(and sometimes legendary) quality item as loot - so they are often worth the effort, even if you skip the whole level.

Campaign bosses

Goals of both Book of Dread campaigns can be summarized as "kill the last boss". For Den of Corruption campaign it is "The Corruptor", and for Den of Terror campaign it is "The Dreadfather".

The Corruptor

monster's den - book of dread - den of corruption campaign - last boss - the corruptor
The Corruptor is the main evil character in the Den of Corruption campaign of Monsters' Den: Book of Dread. He can be encountered on level 9 of the campaign's dungeon after all other monsters on the level has been killed.

In addition to his powerful mass attacks, The Corruptor also summons evil copies of your party members to fight on his side.

The ways to beat them differ - from simple 'hacking' the copies, trying to use 'banish' conjurer spell to destroy clones, or even undressing your characters - so your characters will not be so powerful (and so their copies as well).

The Dreadfather

monster's den - book of dread - den of terror campaign - last boss - the dreadfather
The Dreadfather is the source of all evil in Monsters' Den second campaign: Book of Terror. To encounter him, you need to kill monster groups with special monsters called 'Fearsowers' on every level from 1 to 9. After each victory you will be rewarded by a quest item called 'Journeymans Stone'. After you have 9 of these stones, they can be combined into one by dragging the stack of the items onto one of your characters in inventory screen. Dragging the resulting stone on a character again will result in your whole party being teleported to face the almighty Dreadfather - so be prepared.

"The almighty" Dreadfather is not as badass as it sounds. His main combat trick is the ability to raise all his Fearsower followers from the dead with one spell, effectively making him take almost no damage from melee attack - he is almost always protected by the defensive line of his fearsowers - so bring some ranged damage-dealing characters with you :)

Legendary Encounters

Hydra

Medusa

Minotaur



Items

Items names in Monsters' Den reflect their properties. Items are named by the following convention (similar to Diablo and World of Warcraft):

<prefix><material>item <of suffix>

Prefixes and suffixes represent magical properties of the item. Material is only an 'informative part'.

Example:

Unerring planespine bow of lethality

Item quality

Items in Monsters' Den are of several different qualities, represented by color of their frame. Item quantity represents the amount of special prefixes and suffixes the item can have. Damaged and normal items have no prefixes/suffixes, magical items can have aither prefix or suffix, rare - both prefix and suffix, and unique and legendary items have many prefixes/suffixes on them (not shown in item name though).

  • Damaged (gray color) – This is a lowest grade of items. Almost like "normal", but with lower armor/damage.

  • Normal (white color) – A regular item. There are special altars that transform normal white items into a unique item (purple) - so it is usually a good idea to carry at least one normal item with the party at all time.

  • Magical (green color) – These items can have either a prefix or suffix.

  • Rare (blue color) – Both prefix and suffix are present. In a good combination of prefix/suffix these items can be very powerful (often even more powerful then certain unique/legendary) items

  • Unique (purple color) – Has multiple prefixes/suffixes which are not displayed in item name (item name and description are unique).

  • Legendary (orange color) – Very powerful items received only as an award for a completed campaign, a victory in a legendary encounter or a victory over a monster pack with several monster leaders, or receiving as a reward from a special altar.

There is also one 'different' item type - Quest items. They are represented by yellow color and cannot be thrown away as they are related to the main story of the campaign.

Item prefixes

  • Blinding - reduces target's accuracy (up to 20%)

  • Consecrated - can be used by cleric

  • Lightweight - less penalty on quickness

  • Protective - armor on rings and cloaks

  • Purifying - up to 30% poison resistance

  • Runed - up to 5 more power regeneration

  • Sharp - deals more damage

  • Soothing - adds health regeneration (very useful on low levels)

  • Staggering - up to 10% chance to stun target on hit

  • Thick - item has more armor

  • Unerring - up to +15 accuracy

  • Vampiric - drains health from target and gives percentage of it to wielder

  • Venomous - adds poison damage

Item suffixes

  • of Accuracy - up to +15 chance to hit

  • of Deftness - adds dexterity

  • of Discretion - wearer may retreat instantly

  • of Insight - adds Intellect

  • of Lethality - up to 10% chance to kill target on hit (all bosses are immune to this effect)

  • of Might - gives extra strength

  • of Reflection - up to 45% damage reflection

  • of Resilience - gives extra endurance points

  • of Speed - up to +10 quickness

  • of Tenacity - up to 30% stun resistance

Item specials

  • Daggers add damage bonuses from both strength and dexterity

  • Spears can be used to hit enemies with melee attacks while standing in the back row



Defeating the survival challenge

Party setup

How to beat the survival challenge? What is the best party selection in order to survive as long as it is possible? We will try to find the best solution, if it exists. Everyone is welcomed to comment and contribute if you feel that your party combination is more viable in survival mode then ours. First thing we need to understand: there will be casualties. As monsters grow in level and damage, eventually one of the party members will get killed by receiving an unlucky hits from two or three mobs in a row. And unlike the normal campaign, you will not be able to flee and resurrect the member with resurrection potions, altars or 'retreat to previous level' feature. Thus we need a mean to resurrect fallen party members directly in battle. Two classes that can resurrect are cleric and conjuror. Since cleric wears heavy armor and can also heal, we would prefer a cleric - but what if it will be _him_ who will die in battle? We definitely need both cleric and conjuror. There is no way around it if you want to reach at least 100th wave in survival mode. Now, we need a tank. Someone might claim that both cleric and conjuror's war golems can tank - though level 10 war golems are really puny tanks when it comes to taking hits from level 15 bosses, and clerics are quite susceptible to stun. When we pick a warrior as a tank, we will be able to move cleric to the second row and give him an incense instead of a shield to boost his healing abilities. And one more 'feature' of warriors that makes the argument totally into their side - they possess 'Execute' - a skill that causes an instantaneous kill on any monster except bosses if used with 100 power points. This means we will be able to kill 5k+ hp monsters in a single hit - only rogues are capable of that, and they need the target to be stunned before use. Warriors also possess 'Inspire' skill that boosts the damage of all party members by 20% and are also immune to stun with 'Adrenaline' skill. So, we have a warrior, cleric and conjuror. Who else? This is pretty much up to you. Mages are quite devastating when it comes to Ensorcelled Blade, can take some damage since they have a hefty +40% damage resistance self-buff, rogues are pretty good with Coup de Grace, and rangers are able to do hefty damage with Hail of Arrows and Force of Nature. Our personal choice are rangers - they also bring poison immunity to the party with Nature's Balm (as well as some extra hp regen buff which never hurts), and can even help with healing a little bit.

Skill and equipment selection

Warrior

Skills: Execute is a must-have. Inspire is valuable. There is no need to take Power Attack instead of Adrenaline, which is a permanent +30% damage buff, and it also grants our warrior stun immunity. Shield Wall might be useful on later waves and Cleave might trigger some Leadership attacks or even insta-death if warrior has a weapon with 'of lethality' suffix. Right, we should put the rest of skill points into Leadership over Armor Proficiency, because the bonus in damage reduction from Armor Proficiency is just minimal. Equipment: Mostly items with 'Thick' prefix (they have more armor). Shield - it gives a lot of armor and is also needed to perform Shield Wall skill. Some vampiric stuff will be good too - we're gonna do really serious damage with ours Executes. Stats: all into endurance. We need to survive - and damage will come.

Cleric

Skills: Heal is a must-have as well as Revive. Holy Light is mandatory - the cumulative effect of 30% accuracy reduction for every monster saves way more health to party members then any healing spell would restore (I have yet to see lethality proc off a Holy Light, but poison proc works off it - so you can poison all your enemies with a single spell as well.) Heal All might be useful later, and Anoint is quite cool to have when you are about to unleash your mage's Ensorcelled Blade or ranger's Hail of Arrows on the enemies. The rest of skill points should be put into Benediction - this is very important. Through the game you will be debuffed with 50% less damage and 30% less accuracy - and you better have Benediction or you risk running with that debuffed stats until the end. Smite is a matter of taste. I often run without it. Equipment: Mostly stuff with Runed prefix and +Intellect bonuses. An incenser - it gives a very nice bonus to every heal spell. A mace with poison on it - it will proc off Holy Light. Stats: all into endurance. We do need that hp in order to survive. Maybe just 2-3 points into intelligence.

Conjurer

Skills: Wall of shadows is absolutely needed to decurse your party members. Call soul is mandatory - to raise cleric if he falls. Eldritch Aegis to buff your party members with damage resistance and Manasprite to make these power regen rounds shorter. Optionally Refresh Energies. Equipment: Any. Bonuses to power regen from Runed items are welcomed though - but don't focus on dressing conjuror until you have your warrior, cleric and damage dealer (ranger in our case) dressed up. Conjuror will be fine even in his basic starter gray clothes (he will  thank you for a nice staff though :) Stats: all into endurance. There's no much need in Intelligence - most of the time conjuror will be busy messing with his manasprites.

Ranger

Skills: Ranger damaging skill selection should depend on equipment. If there is a nice bow/crossbow of lethality available in the store - go with Hail of Arrows. If no such weapon is available, but there is a nice two-handed axe/spear - go with Power of Nature (we will be nice guys and don't play with unending money and shop restock glitch that will be described later). Nature's Balm is quite useful to grant all your party members poison immunity and a nice hp regen increase. While cool in regular campaigns, Swiftness is not that useful in survival. Pin, Pierce, Focus - it's all a matter of choice. Equipment: A nice bow/crossbow of lethality. (crossbow is preferred since speed doesn't matter that much in survival). Or alternatively, a nice axe/spear of accuracy. Accuracy is very important for ranger skills - most of them perform multiple hits, but with a lowered accuracy, so you should prefer +accuracy items to any other. (Accuracy level of about 125 really boosts your damage). More lethality stuff - check rings and quivers. Some runed items might be good as well - this will help you to cast heavy damaging skills almost every round of combat, and some vampirism is nice since your ranger is going to do a lot of damage. Stats: everything into endurance.

Remember not to position your cleric and conjurer on the same vertical line and with this setup, you will be able to play the survival challenge until it gets boring (or until monsters become so tough that they will one-shot your heroes - which I personally didn't experience, even though getting further then 100th wave :) Wanna know what's after 100th wave? Same stuff, just with 1000+ hp level 15 mobs:

Good luck! :)

Facts about game

  • Creator of game, Garin, appears himself in the game as a leader of dwarves. It looks like he sympathizes dwarves more then players. Probably that's the reason why dwarven crossbowmen are so overpowered :)











    garin in monsters den book of dread

  • Every 9th level you will face either a 'special' boss or two regular level bosses in one pack:




Known bugs/glitches

  • Health restored by Bloodsprite is not shown correctly in the tooltip

  • After the survival mode game reset you end up with your party, fully gathered and equipped, and with 100.000 gold pieces again, and restocked store - means you can endlessly improve your party, collecting the best matching pieces of equipment from the store.

Cheats/hacks/exploits

You can exploit the previously described glitch: buy the best weapons/armor, then exit the game. the go back to the game - and you have 100.000 gold again (and a shop with different (and maybe better) equipment)
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25 comments:

motoko said...

I just finished to 156 on survival with no cheating (user "motoko" on Kongregate). What finally killed me were the ignore-armor dwarven crossbows and area-stunning hammer slams.

My party was:
Warrior, alone on first row
Priest
Conjurer
Ranger

My biggest difference with this guide:

Conjurers are for *wargolems*. When fully buffed, they are like two extra warriors, and it wasn't until about wave 140 when they started to be killed in one hit. Don't bother summoning anything else. Keep the golems healed for cheap with refresh energy and use the golem's harden if you can't afford to heal them that turn. A golem with Nature's Balm and the will last a ridiculously long time and there should never be an empty square in your party area.

My biggest regrets were that I didn't use a poison mace with my Priest and that my ranger bow didn't have any good effects (nothing in the store). Also, a poison weapon on a warrior divides the poison over all monsters for cleave as one hit rather than many hits. Finally, get banish for your conjurer. You won't need it often, but you have an empty slot since you only need one golem and whirlwind sucks.

Cranked said...

Thank you very much for such an extensive addition, Motoko. Buffed wargolems is something I should also try :)
About poison mace/bow - if you plan the 'ultimate' party and consider continuation of survival mode with restocked shop and money 'an exploit' (well personally I consider it to be an exploit :), you can also try recreating the party from the very beginning, until good items are in the shop. This way you can wait for the best setup.
Lvl 156 - Nice achievement, though! :) Congratulations :)

Anonymous said...

Nice guide, but you don't mention what to spend the rest of the conjurer and ranger skills on. I assume the hp/regen increasers?

Thanks

Anonymous said...

I'm not sure what you're talking about a fresh restocked store with money. I just died and got back to the beginning and no extra 100k gold. Just the 500 something that I have left.

Anonymous said...

Found a glitch that gives you 9999 stat pts, 99 skill points, 9999999 gold,99 lvled players,9999hp,9999damage,and I don't know the combonation to make it,but I did,and if I find it out, I'll be sure to tell you guys. Also got me to the last wave of survival.Idk what the number was though :|.

-James

Anonymous said...

BTW: I had this befor I did it (the glitch) : went to 99 survival :D. Maybe that is the thing that set it off? I think this happend: either I lost, computer got shut offf somehow, internet stopped working, or lagged alot and reset my computer. :\.

-James

Anonymous said...

I thought guide was AWESOME!

I wrote the little glitch thing above :D.

So I rated five(5) four(4) times to make this a 5 star!

-James

Anonymous said...

Superb guide! Played using Warrior-Cleric-Conjurer-Ranger with good success.

Just to live life dangerously, I tried a high damage build using 2 Barbarians and 2 Rangers. Decked them out with light armour with +quickness mods as far as possible, and of course high damage weapons. Pumped only strength for barbs and dex for rangers. I must say, battles are quite short. Most of the time all 4 party members strike first. There is usually not much left of mob groups after 2x hail of arrows and 2x whirlwinds. Even boss battles. Unique boss battles are sometimes tricky, but doable. Some situational skills such as the barbarian's jostle, and dismember (enemy damage reduction becomes a necessity in a high damage, low defense/hp build like this) are needed. The ranger's healing balm is also needed (being the only healing ability available in this build).

Anonymous said...

No infinite gold exploit.. it must have been patched.

Two-Bucks said...

I just played Den of Corruption with 4 Rogues and put all my skill points into the passive skill that adds poison damage to all attacks. I went through all the levels fighting as few monsters as possible, simply gathering up unguarded treasures and finding the exit to the next level. It didn't take long before the poison bonuses and better weapons added up to my being able to defeat most groups within 1-2 rounds of combat. When I fought the Minotaur (and later the Corrupter), he was taking several hundred points of poison damage each round!

Anonymous said...

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Anonymous said...

This is a very good game,I played it a lot.

If in the shop,player can directly sell and buy item from and onto the body of picture,it will be better.

everytime i tried so hard,switch between sell and buy and invernt and equipted,compare and remember which is better than the one on body,and go back sell the old one,and goback again......

sanja2580 said...
This post has been removed by the author.
alex said...

arrrrgh! www.wampiere.jimdo.com

Anonymous said...

At the shop, you can equip and unequip your party. Here's how:
Go to the Sell Items tab and select the desired party member. To equip, navigate the list of your items to find the item you want to equip. Double-click on the item, it will be equipped, replacing what's already on the slot. To unequip, just double-click the equipped item and it will be moved to the pile of unequipped stuff.

Anonymous said...

I died on wave 176 using a similar strategy, cleric conjurer ranger rogue. Here's an outline of the basic strategy:
All characters max endurance, except ranger is max intellect. He will die easily in the later rounds but +45-50 health regen keeps other characters alive.

Formation is Wargolem Cleric Wargolem, Conjurer Ranger Rogue. This way a spear lunge/void cannon at later levels only kills one character(Ranger/Wargolem)

The ranger/rogue are equipped with crossbows(-quick) and the conjurer with +quick items so the turn order is conjurer, ranger, rogue, cleric. Once all chars are buffed with ranger's speed, this allows conjurer to kill the last character in a battle and then you get an immediate pin/coup de grace combo on the next wave.

I equipped the ranger with a blinding quiver and a blinding weapon, not really necessary but if stun fails on a dwarven crossbowman the -40 accuracy is nice. I'd be interested to know if anyone has ever gotten better than -40 or figured out how to hit all monsters(cleric's blinding flash is best thing I've seen)
Other ranger armor is +int/stun resist/health regen. Other characters get +end/armor/stun resist/health regen. My characters were regening 80-90 health per turn after nature's balm. War golems were regening 45+ health.

Power regen isn't that important because the battles are determined by who gets the upper hand in the first few rounds. All the necessary skills are relatively low power cost(you can get 3 pin/coup de grace combos in a row with base power regen) In general if a character dies(esp ranger) it's best to just kill off all but 1 enemy before trying to resurrect/rebuff. The health regen eliminates the need to cast healing spells, so you can just pass around with one enemy left until all power is regened.

Sorry for the long comment, hope it's helpful and if anyone can improve on it please post!

Cranked said...

Wow, thanks for such an extensive comment, Anonymous, I'm sure it is a valuable addition for everyone who wants to master the survival challenge!

Anonymous said...

Hi, thanks for all your advise. I have one issue that make me feel disgusted is that my party was suffer with the Reduce Damage (50%) stuff. I don't know who casted it on my party but all the healing / un-cursing stuff I had cannot take away this reduce 50% damage (buff ?). So, can you give me an idea to get away of this without dying and resurrecting?

Thanks

Anonymous said...

Well, I have the blind (30) buff on my characters as well and I cannot remove it, too!

Anonymous said...

I would here point at the "benediction" buff that you gave to the healing spell. It may take some tries, but it will remove them

Anonymous said...

I personaly use 4 clerics , ive made it all the way to wave 197. heavly armor 4 healers cant be wrong , just make one or two of them more on the damage side , they all should use shields , max out as much as you can on endu. and int.

Give it a try im sure you will like it , oh and btw it can be kinda slow fights conserdering clerics are not the best damagers

Anonymous said...

Hey, I just played "book of dread" and there were these mysterious alters that said, "temporary becomes permanent" So what do they actually do? I hoped that they made potion effects permanent, but that did not seem to work. Does anybody know?

Anonymous said...

I don't know if anyone has tried this or not, but it worked out as a great strategy in campaign mode, although it's a little rough from the beginning. Three rogues in front, cleric in back. I made sure my cleric had really good speed so he was 4th to attack.

When facing bosses or really powerful groups my tactic was to have the front 3 rogues "Hide", and the cleric cast "Shield of Faith". It allows your foes to attack first, but they can't hit anyone. When round 2 begins all 3 rogues attack with 200% damage, so use "Create Opening" or even "Sneak Attack". This technique coupled with some good poison weapons does a fantastic amount of damage.

Hope this is helpful to someone.

Anonymous said...

regarding 'temporary becomes permanent"
I believe each altar will turn one 'enchantment' permanent on an item. I'm not completely sure about this, as the enchantments are not temporary. I can't find anything else it does, though.

On the other hand, what if I drink an enhancement potion, then visit the altar? Would the enhancement become permanent? Intriguing.

Anonymous said...

The only thing that I see wrong on your guide is that Item Material is "only an 'informative part'". Actually the strength of the particular item correlates with the name of the materials it is made from. Compare two things that are identical except their material and you will see right away. I don't know what order the materials are in however, and would like you to add it to your guide.

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