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On a related note, I'm trying right now your team (Warrior / Cleric / Ranger / Ranger) on Extreme + Attrition. My plan is to tank with the warrior up front (buffed up by a Ranger's healing-over-time and kept alive by the Cleric) with the plate-wearing Cleric right behind to keep piercing damage from Orcs in check and the two Rangers on either side of the back row, dealing the heavy damage. I'll see how it goes.
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Chewy, I don't know about others, but I prefer running a Mage + Ranger over 2 Rangers for two reasons: First, a Mage can pump out 2 Electric Storms in his 2 first turns with his Power regen, while a Ranger would have to wait at least one more turn before using Hail of Arrows one more time, which is crucial in boss fights. And second, all this Light armor, staves and that stuff that goes to waste otherwise can serve to buff up my Mage without compromising my Ranger's gear, whereas with two Rangers there'd be competition for the best Medium armor and bows.
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Er i meant Hunters Prowess for my last comment. No idea how i got that jumble of letters..anyways I'm running Endurance Warrior and backrow full int cleric with two rangers. Working very well. At the start just use defiance to tank everything. As long as you stack some power gear on the warrior he'll have enough for a good 6 turns. The rangers pin and solo all ranged units then work on the melee frontlines. After you get some gear just shieldwall it up and hail arrow everything to death with anoint inspire and w/e you want to throw into the battle.
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I'm not sure why everyone likes mage over a 2nd ranger. I don't see what a mage can do that a ranger can't. Hail Arrows = more dmg you might miss a bit but overall dmg is higher then mage aoes. Stun does way more dmg and has no side effect. Evenom arrow is an EXCELLENT single target skill while huntree prower is very good agianst Deep monsters. Mages have low life low armor and their skills have no racial specialties not to mention creature lore is significantly better then not using up a bit of power. I just can't see any benefits to a mage when ranger trumps it completely.
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Apparently, the legendary monsters are every 15-20 levels or so?
And my way of not overcrowding my inv is to always keep a stash of 2-3 Shop Scrolls handy in case the 'ole inventory fills up.
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Oh, and just tossing this out here for the - as of yet - beginners, since I saw it mentioned before. When using multi-target attacks (such as Fireball, Lightning Storm, Hail of Arrows etc), Poison, Blind, Stun and Instant Kill effects DO NOT apply to all targets - instead, they are divided amongst the number of targets (even those on whom the attack misses). So, while it may seem a great idea to equip your Mage or Ranger with a powerful Venomous weapon to poison everything with an AoE strike, it really isn't that great (for that purpose). On the other hand, life drain DOES stack, so especially on the fragile mages, lots of lifesteal can be a lifesaver in tough situations.
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I totally agree - in the beginning, it's pretty hard to manage your inventory when you got tons of items coming and so few scrolls. After level 10 it seems to become less of a problem, mostly because you can feel free to rid yourself of any gear lower than green and any potions (which you should keep, at least at first, if you're playing on standard and above), except that one white you may keep around in hopes of meeting a shrine. Oh, and to toss it out there, in case you meet the potion shrine, the potion is added to your inventory, not changed from one of your existing potions, so you don't need those around if you don't want them.
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Yeah, except the total poison/stun/lethality/blind count is divided by the number of targets you hit, thereby greatly lessening the effect. But the healing thing works in reverse - 6 potential targets funnelling all that vamipiric % into 1 mage...instant healing in many cases.
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Zwischy: It is even better with a Orb of Toxicity, it poisons everything. Also, if an enemy is protecting allies, magic area attacks will hit everyone still (But not Cleave)
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You know, the Mage's Lightning attack is awesome when said Mage has a vampiric something equipped...even at 5%. Not only do you do damage, but for every monster you hit, you heal 5%...times the # of monsters on the field. Of course, you also have to be careful about using Lightning when an Orc Shaman drops a curse on the Mage, too...
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Wow this game got a LOT harder since the previous version. I played on normal/hardcore and got stunlocked by the 3rd floor boss. -_-
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den of terror becomes den of endless terror ;) also u can't beat den of terror if u haven't killed all of the fearsowers otherwise you can't get the 9 journeymans' stones, hwich u haveta get in order to beat den of terror ;)
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Great game. I just wish there was a difficulty like standard but with no item loss. I hate losing the items, but playing on easy is no fun/ challenge at all.
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I like the endurance cleric, rogue, strength cleric in front with a dexterity ranger in the back dealing damage. For the Corrupter, the rogue just uses sap strength and then everyone else attacks.
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Lionken I explain fake scores in a previous post. It might be with my Sluggernaut account I think last. The only legit score are highest level and rating #2-25. For some reason they still ahvent removed Enoxt's fake rating(they also posted a level of 999999 in one day which I had to bug Kong for weeks to remove.) Anyway yea check out my previous messages for more about it.
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3 mages + cleric. also the corruptor is easy, just make sure u stun him. i know he has 75% resist but make sure u do. i had one mage with a deaths blade and used enscorcellened blade, took out half. then just attack him. he's easy
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Doomed Heroes Badge (hard – 30 points)
Reach wave 40 on survival mode in Monsters' Den: Book of Dread
* Wave 40 reached – Your game must end for your score to be submitted. If you already reached wave 40 before the badge was added, enter a battle to have it awarded. Best so far: 39. DAMN IT!!!
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100/5 for this game!
Great replaying value, now playing with Hardcore and no shop and it's VERY difficult :)
Please make a third one!!!
Before I do :P
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I prefer ranger not barbarian. Ranged attack needed for most bosses. And, of course, I am talking of hard difficulty. At normal any party will be ok
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Haven't tried it on Hardcore then, which is really hard (provided you go for clearing everything) even with the 'sure-fire' Warrior / Cleric / Ranger / Mage combo, unless you get some decent gear early on. Generally, it largely depends on your playstyle, although I firmly believe one plate wearer is a must for all parties from Standard and higher, and without a Mage or Ranger you'll get bored really fast.
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4 Mages is ridiculous in any level past easy - nigh suicidal in harcore. They'll die way too easily against dwarves, and getting their hit rate lowered against deep creatures coupled with their poison would be quite as lethal. Extremely fragile, plus you can't play on attrition mode since you need a ton of light armor gear to keep them up-to-par, which cannot be looted fast enough for the 10th level. If you do make it past that stage it gets easier, but a Warrior / Mage / Ranger / Ranger party still seems the most logical choice to me. Played properly this party can take you past the first 10 levels on Standard with a little effort, and after that the Warrior can hold everything off long enough for your heavy-hitters to destroy them.
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A 4MAGE Team worked extremely well for me in Monsters' Den 1 - I was going for the impossible badge. It works well in Book of Dread too, right?
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The problem is they have to have mk bolt throwers to be good. Easily the sickest purp weapon being a xbow with now quickness penalty and +30 to hit makes it perfect for hail of arrows. The problem is even tho the 70% of 125% comes to like 88% to hit but my party would mis 2-3 times per character sometimes which is like 60% not cool. I switched to mages because they don't need any specific weapon to own with storm and it hits 95% of the time. Mages are the best offensive characters for attacking whole enemy groups check my past post for the optimum mages gear set up.
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Mages can cast storm after level one, most enemies are slower than them and they can nerf most parties with 3 casts. The fastest way to clear levels is to play on easy. If you want a good rating and a more involved gameplay experience than play medium or hard with modifiers for a challenge. In which case the issue of clearing levels fast is moot seeing as a warrior rogue cleric ranger party vs stronger enemies would take much longer to clear than the barb/mage/mage/mage party who kills everything in 1-2 turns with a 3 turn max battle length. My other account MrMonkeyBot is a 4 ranger party. I started over because they get killed all the time at that level and their already low rating is brutal haha.
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I'm level 140 with 4x rangers. 65+ quick on each means you can hail of arrows 4 times before any monster can hit you. 2 attacks per monster means vs a boss group you do 48 hits before you get hit. stack as much lethality as you can (all 4 rangers have 40%+) and you dont have to worry about armor rating, but can use protection enchants on all your armors. formation - the 2 or 3 up front with best armor rating to spread around the dmg.
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Congratulations. The sequel of a greate game is even a greater one. You know, this is not as common phenomenon as it sounds. You raised Monster's Den to another level Congratulations again! Very nice game. Excellent. 5/5 (again)!
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best team would be starters but insteed for better attacks mage should be last or ranger it dont matter other than that this game is the best!!!
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Would that team really finish the campaign on any level beyond Beginner? I haven't tried it out, but a solely Light- and Medium-armor team can be prone to be annihilated by some match-ups against, say, Dwarves or Cultists. Plus, it'd be kind of hard to find fitting gear for three Mages.
Of course, both these problems are severely lessened past level 15 or so, but until then some fights would probably be a nightmare.
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one bug:
sometimes a rangers "force of nature" does not attack 3 times, but actually it only attacks once. this only happens when the first attack is a miss