Showing posts with label Multiplayer. Show all posts
Showing posts with label Multiplayer. Show all posts

Saturday, January 26, 2013

Monster Legions Game Review & Walkthrough Guide

Monster Legions
Monster Legions Logo

Play Online: Monster Legions
Developer: Nerdook
Genre: Strategy, Defense, Multiplayer

Game Review
Nerdook is back again after a short hiatus due to a baby! This time round you're in a world where animals are the most powerful warriors. Well, all you lead your army against a wide range of enemy soldiers and monsters in collectible card game aka CCG style.

Your very goal in Monster Legions is to fight other armies and eventually after four consecutive wins, you will proceed to fight one of the four horsemen who each have a special setup and attributes. Defeating all the horsemen, you are ready to slay the biggest and the worst monster of them all... the Beast. Let's jump into the gameplay.

After hitting the start battle button, you will engage in a real-time strategic battle. Here, you task is to wipe out all of your opponent's reinforcement points and swarm their base before they do the same to you. Every 15 second, you get a chance to deploy a card with no cost. However keep this in mind that you only have 30 precious reinforcement points throughout. When a unit dies, it costs a few reinforcement points to bring your warrior back to the battle ground. Periodically, you will be placed with random spell cards. Use those spells to cripple the forces of darkness.

I'm a fan of Nerdook's games. Monster Legions managed to capture me once again, especially the options to design your own perfect army with different ranks and specialties in a card based summon system. It's kind of creative sort to speak however, he needs to do some slight balancing to the cards and the gold scaling need adjustment too. I can spend hundred of thousands looking for better cards but it is too time consuming to collect gold in every fight.

Overall the difficulty is just the right level throughout but the feeling of victory was soon destroyed by the game saying "good job" after beating the beast. It would be better if you got like a special card after bossing or being able to build a library of owned card to customize your deck.

Monster Legions Guide
List of bosses in Monster Legions
War - Commands a special army of elite troops. Most powerful Horsemen in single combat.
Death - Does not summon units of its own. Gains a copy of your defeated units.
Summons - Bone Golems and an endless army of skeletal warriors.
Pestilence - Poisons your entire army. Regains health over time from its own poison.
Beast - Ultimate Beast. Defeat all four horsemen at least once to fight the Beast!

List of Spells in Monster Legions
Death Pact - Both army instantly loses a single random unit.
Attack - Move 50% faster and deal 15% more melee damage for 5seconds.
Champion - Your General combat abilities are boosted for 5 seconds.
Healing - Your units on the battlefield revocer 15% of max health.
Reinforcements - Your army gains 1 Reinforcement Point.
Defend - Take 99% less damage for the next 5 seconds.
EarthQuake - All enemies lose 5% of max HP, 20% for buildings and machines.
Thunderstorm - Fire quenching rain and lightning bolts for 5 seconds.

List of Starting Cards in Monster Legions
Rabbit Rider - Cavalry. Equivalent to an Elite Knight, but heals itself over time.
Hose Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Snake Cultists - Defensive Infantry. Equivalent to Elite Spearmen, but poisons enemies.
Monkey King - Infantry. Equivalent to an Elite Swordsman, but creates two weaker clones when killed.
Tiger Archers - Ranged Infantry. Equivalent to Elite bowman, but with additional damage.
Dragon Skirmishers - Defensive Infantry. Equivalent to Elite Spearmen, but sets enemies on fire and is immune to flames.
Chicken Archers - Ranged Infantry. Equivalent to Elite Archers, but teleports back when hit by melee.
Bull Axeman - Infantry. Equivalent to Elite Swordsmen, but with additional armor.
Rat Champions - Infantry. Equivalent to Elite Swordsmen, but with a small chance to dodge attacks.
Goat Bowmen - Ranged Infantry. Equivalent to Elite Archers, but heals allies for 1% of max HP.
Horse Lancer - Cavalry. Equivalent to an Elite Knight, but deals double damage versus mounted units.
Dog Raider - Cavalry. Equivalent to Elite Knight, but deals double damage to building and siege weapons.
Pig Warrior - Defensive Infantry. Equivalent to Elite Spearman, but deals double damage to monsters.

List of Collectible Cards in Monster Legions
Melee
Recruit Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Veteran Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Elite Swordsmen - Infantry. Excellent damage, but can be picked off at a distance by archers.
Blade Berserker - Infantry. Regains some health for each hit, and 25% of maximum health for every kill.
Recruit Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Veteran Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Elite Spearmen - Defensive Infantry. Deal bonus damage to mounted units such as cavalry.
Recruit Riders - Light cavalry. Can reach the front very quickly. Deals bonus damage to other cavalry units.
Armored Brute - Heavy Infantry. High health and armor, but moves and attacks slowly.
Veteren Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Elite Knight - Heavy Cavalry. Can reach the front very quickly. High health and decent damage.
Ultimate Knight - Heavy Cavalry. Can Reach the front very quickly. Very high health, armor and damage.
Recruit Ninjas - Assasin. Has chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Veteren Ninjas - Assasin. Has chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Elite Ninjas - Assasin. Has chance of critical strikes and dodging. 50% arrow dodge. Immune to poison.
Silent Assassin - Assassin. High chance of critical strikes and dodging. 75% arrow dodge. Immune to poison.
Bull Rider - Monster. Charges into battle. Weak versus spears.
Charging Minotaur - Monster. Very high health and movements speed, making it an excellent offensive tank.
Giant Spider - Monster. Attacks very rapidly, allowing it to decimate groups of weaker units.
Dragon Rider - Monster. Slow and powerful. Deals a lot of damage with each bite.
Venomous Scorpion - Monster. Poisons enemies when it strikes, dealing additional damage over time
Daemon Balrog - Monster. Regains HP from Flames. Spreads flames when it hits and when it is hit.
Ancient Treant - Monster. Attack Slowly, but deals a lot of damage per hit vulnerable to fire.
Shadow Vampire - Monster. Able to fly short distances. Regains some health from each attack.
Giant Sandworm - Monster. Able to hit every unit within range when it dives. Best versus large groups.
Bone Golem - Monster. Very high armor and health, but does not deal much damage.
Armored Dragon - Not as mach damage as normal Dragons, but has additional health and armor.
Stone Golem - Machine. Very high armor and health, but does not deal much damage.
Battle Puppet - Poisons anything it hits, and fires darts when struck. Spawns a puppeteer if killed.
Archangel Guardian - Archangel. Has a powerful Golden Sword that produces a shockwave when it strikes
Wolf Pack - Animal. Summons three Wolves, each costing only 1 Reinforcement to respawn when killed.
Polearm Slayer - Defensive Infantry. Deals triple damage to mounted units and Monsters.
Healer Monks - Monk. Periodically heals an ally for 5% max HP and cures poisons. Small chance to dodge.

Ranged
Recruit Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Veteran Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Elite Archers - Ranged Infantry. Good damage at a distance, but easily killed at close range.
Flame Archers - Ranged Infantry. Sets fire to anything it hits. Be careful: flames damage all units in range.
Longbow Archer - Ranged Infantry. Vastly improved firing rate and range. Teleports back when hit.
Seige Tower - Seige Machine. Slow moving but touch. Rains down arrows on nearby enemies.
Siege Ballista - Siege Machine. Moves very slowly. Fires a high damage projectile that punches through armor.
Fire Monk - Throws fireballs that explode into flames when it strikes. Immune to fire.
Spitting Spider - Monster. Spits spider goo at the enemy: low damage but high attack rate.
Death Monk - Turns defeated friendly unit into Skeletal Warriors to fight for you.

Recommended Build in Monster Legions
Starting Build: x2 Recruit Spearmen, Goat Bowmen, x2 Recruit Archers, x3 Recruit Swordsmen and x2 Recruit Riders

There's a reason why I chose goat bowman in my starting build because he regularly heals all your units for 1% of their health. A lot of healing is done over time as it accumulates bit by bit especially when you're starting to have 2 to 3 hundred HP units. He also deals out sizable 4 damage per second. He is sort of overpowered, particularly compared with other options you presented with to start out. If you don't, Rabbit Riders and Monkey King are good alternative too.

After winning first few rounds, you will get cards that are higher level or if you're lucky you get veteran spearmen or veteran swordsmen. Remember to replace recruit riders with these better cards. Then you may find yourself winning and losing occasionally... Don't worry! Losing is okay in Monster Legions. This is just part of the process/gameplay, meanwhile you will be collecting better cards.

If you win 4 battles consecutively, you are now qualify to try and defeat one of the four horsemen. I would recommend trying to fight Pestilence, however there is some random factor to win this boss; you only have a higher chance of winning this boss, only when you pull out your goat bowman early. Your goat bowman is good at healing you from the poison over time.

2nd Stage Build: x2 Venture Spearmen, Goat Bowmen, x2 Veteran or Flame Archers, x3 Veteran Swordsmen, Armored Brute and Venture Knight

Once you successfully defeat Pestilence, you can now replacing all your recruit to veteran respectively. You can retry the stage until you get the cards you need. To clear the stages here... Basically, I like to have archers that are on defense because they are highly overpowered even with their tiny damage. As the hero just keeps respawning as soon as it dies, you never get a chance to even hit an archer. Having 2 archers and hugging your castle is almost guaranteed a win. Armored Brute is a beefy tank which definitely will help you taking damage.

Now try fighting Death. When fighting this boss, remember to summon your weakest units like the lowest health first. When you hit the 1 minute 15 second mark, summon all your strongest monsters. Remember to select the spells without must hesitation, you will get around 5 to 7 spells in every round... The more spells you click, the better your chances of you winning.

3th & 4th Stage Build: Experiment your build.

Things get interesting and easy here. Basically after defeating death, you collect cards that are level 6 and higher. You can start experimenting your build from here; replace your cards with monsters, dragons or even machines in your deck. Afterwards, defeat the remaining bosses and lastly the beast. Congratulations!

Multiplayer Build: Giant Sandworm, Daemon Balrog, Healer Monks, x2 Longbow Archer, Polearm Slayer, Blade Berserker, Archangel Guardian, Ultimate Knight and Shadow Vampire

You are now more than ready to battle in multiplayer mode, however winning in multiplayer mode isn't as easy as you think it would be. These are the best army created by other players but clearing them will entitle you with good cards. My build above is certainly not the best build in Monster Legions but I won quite a decent number of people with it. Hey don't laugh, I am proud of it alright! ^^

Overpowered Build #1: x5 Wolf Pack, x3 Death Monk, x2 Longbow Archer

Units like the death monk and Longbow archers can kill advancing units quickly without being in any real danger because the general respawns with no reinforcement point loss immediately and wolf packs come in three with 1 point. The death monks especially are dangerous as they can spawn dozens of skeletons that serve as a protective wall. Currently there is no one unit that can get behind an enemy's front line, so I can safely say this build is very OP.

Overpowered Build: x4 Longbow Archer, x2 Fire Monk, x4 Stone Golem

This army comprised with mostly ranged units. I fought with a guy with this build twice with different build and to my surprise, the combination he designed actually worked well. Superbly well. Stone Golems have the highest armor among all the other units which make him a really good tanker. Longbow Archers and Fire Monks have the ability to take out units relatively quickly in any situation. I think its worth trying this build.

Fun Build #1: x10 Archangel Guardian
Fun Build #2: x10 Blade Berserker
Fun Build #3: x10 Polearm Slayer


I've spent hundreds of thousands now, trying to max out one of a kind deck. These fun builds are purely for my own curiosity only.

Do you wish to challenge me? Click here!

Wednesday, October 24, 2012

Pocket Creature PVP Game Review & Walkthrough Guide

Pocket Creature PVP
Pocket Creature PVP Logo

Play Online: Pocket Creature PVP
Developer: NTFusion
Genre: Strategy, Upgrades, Multiplayer

Game Review
Pocket Creature PVP is an idle-strategy flash game by NTFusion. This is sort of a sequel to the original version Pocket Creature. Compared to the last, this new PVP version includes even more creatures, a new gam system and you can now challenge the others’ armies! Anyway, there's still the story proper behind the game; Queen Juliet is corrupted by mysterious evil power and World of Pocket Creature has become a world of chaos, fear and slaughter! You are the one to save this world once again which you have to conquer all 6 areas consist of 4 stages each.

There are 4 monster class to choose from: Dragon, Corpse, Variant and Pinocchio. Each of the four creature types has their own evolution upgrade tree with individual stats and powers. The entire time you will be feeding, feeding, feeding and achieve evolution! Well, the battle is simulated by itself so basically your main aim is to build the strongest party of 5 creatures and be the best. You can challenge other players from around the world on PVP mode but only after you conquered all the areas.

If you find PVP too mainstream for you, try endless mode! The real challenge in Pocket Creatures PVP endless mode isn't about earning gold or unlocking new creatures, but rather just finding that lucky combination of five pocket sized creatures to win the longest steaks for you. Building a well-rounded party member is the key for survival.

Pocket Creature PVP is absolutely a fun grinding game, it's simple to pick up, had some strategic qualities of team building, and some variance provided by gems. Not forgetting the nice art style that is noticeably alike to the Patapon series. I mean seriously, saw the loading screen and just thought... "Patapon much?"

Pocket Creature PVP Guide
List of Creatures in Pocket Creature PVP
Dragon
Melee
Dragon (Tier 1)
1 Gem + 250 Health + 20 Attack + 130 Speed + 30 Knockback
Gain additional 20 Attack, 20 Elasticity (Total 40 Attack, 50 Elasticity)

Tyrannosaurus (Tier 2)
1 Gem + 650 Health + 50 Attack + 140 Speed + 60 Knockback
Trample the ground and deal damage to opponents.

MechnicDragon (Tier 3)
3 Gems + 2700 Health + 75 Attack + 145 Speed + 200 Knockback
Gain 20% chance to knock oppenent back.

FireDragon (Tier 3)
3 Gems + 1700 Health + 100 Attack + 180 Speed + 95 Knockback
Gain 50% chance of critical attack (+300 Attack)

Ranged
BombardDragon (Tier 2)
2 Gems + 260 Health + 30 Attack + 125 Speed + 15 Knockback + 200 Range + 1.2 Attack Speed
Burn the oppenents in front of him.

DarkDragon (Tier 3)
1 Gem + 600 Health + 50 Attack + 120 Speed + 10 Knockback + 400 Range + 1.2 Attack Speed
Generate black hole to deal damage to the oppenents

ShadowDragon (Tier 3)
2 Gems + 300 Health + 40 Attack + 170 Speed + 10 Knockback + 900 Range + 1.5 Attack Speed
Gain additional 1.0 Attack Speed (Total 2.5 Attack Speed)

Corpse
Melee
Corpse (Tier 1)
1 Gem + 400 Health + 10 Attack + 90 Speed + 55 Knockback
Restore 10 HP per second.

DeathEater (Tier 2)
2 Gems + 840 Health + 25 Attack + 100 Speed + 110 Knockback
Restore 25 HP per hit.

EntropyAlien (Tier 3)
1 Gem + 1300 Health + 100 Attack + 0 Speed + 110 Knockback
Restore all friendly forces 40 HP per second.

Walker (Tier 2)
2 Gems + 800 Health + 20 Attack + 95 Speed + 100 Knockback
Restore 30 HP per second.

CorpseKing (Tier 3)
3 Gems + 2600 Health + 45 Attack + 100 Speed + 125 Knockback
Restore 60 HP per second.

DeathLord (Tier 3)
3 Gems + 2500 Health + 40 Attack + 85 Speed + 250 Knockback
Gain additional 1000 HP (Total 3500 HP).

Ranged
Devourer (Tier 3)
3 Gems + 800 Health + 250 Attack + 170 Speed + 100 Knockback + 260 Range + 0.5 Attack Speed
Restore 250 HP per hit.

Variant
Melee
Variant (Tier 1)
1 Gem + 150 Health + 15 Attack + 85 Speed + 10 Knockback
Gain 50% chance of critical attack (+10 Attack).

Warp (Tier 2)
3 Gems + 800 Health + 35 Attack + 120 Speed + 55 Knockback
Gain additional 100 elasticity (Toal 155 Elasticity).

EarthShaker (Tier 3)
3 Gems + 2200 Health + 80 Attack + 150 Speed + 380 Knockback
Gain additional 300 elasticity (Toal 680 Elasticity).

FrostSpirit (Tier 3)
3 Gems + 1600 Health + 175 Attack + 150 Speed + 85 Knockback
Gain 30% chance of double attack.

Spartan (Tier 3)
2 Gems + 900 Health + 60 Attack + 150 Speed + 85 Knockback
Restore his HP with the amount of damage he dealt.

Ranged
StarSpirit (Tier 2)
2 Gems + 300 Health + 20 Attack + 80 Speed + 15 Knockback + 450 range + 1.7 Attack Speed
Gain 50% chance of critical attack (+20 Attack).

SoulSeeker (Tier 3)
3 Gems + 600 Health + 85 Attack + 160 Speed + 30 Knockback + 700 range + 1.5 Attack Speed
Attacks can knockback oppenents.

Pinocchio
Melee
Pinocchio (Tier 1)
1 Gem + 330 Health + 8 Attack + 110 Speed + 35 Knockback
Restore 3 trackers to attack the opponents.

Striker (Tier 2)
3 Gems + 660 Health + 50 Attack + 135 Speed + 75 Knockback
Gain 20% chance to knock opponent back.

Ultima (Tier 3)
3 Gems + 1900 Health + 95 Attack + 150 Speed + 150 Knockback
You can feed him 8 times.

ScarFace (Tier 3)
3 Gems + 2700 Health + 0 Attack + 70 Speed + 200 Knockback
Restor all friendly forces 25 HP per second.

Ranged
Chronos (Tier 2)
2 Gems + 250 Health + 22 Attack + 70 Speed + 10 Knockback + 375 Range + 2.5 Attack Speed
Control time to make others think he attacks so fast.

Shadowkiller (Tier 3)
1 Gem + 850 Health + 35 Attack + 150 Speed + 15 Knockback + 700 Range + 0.8 Attack Speed
Attacks can penetrate all oppenents.

Chakra (Tier 3)
3 Gems + 1000 Health + 55 Attack + 155 Speed + 60 Knockback + 200 Range + 1.2 Attack Speed
Attacks can penetrate all oppenents.

Queen's Juliet Guardians
Melee
DogFace
1 Gem + 450 Health + 30 Attack + 110 Speed + 65 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Machetes
1 Gem + 1200 Health + 40 Attack + 115 Speed + 150 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Knight
2 Gems + 1400 Health + 75 Attack + 250 Speed + 50 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

WolfKnight
2 Gems + 1400 Health + 75 Attack + 250 Speed + 50 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Templar
3 Gems + 2400 Health + 125 Attack + 125 Speed + 200 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Alien
3 Gems + 4000 Health + 0 Attack + 500 Speed + 50 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Hercules
3 Gems + 1850 Health + 160 Attack + 150 Speed + 250 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Galio
3 Gems + 3000 Health + 100 Attack + 170 Speed + 250 Knockback
They are Queen Juliet's Guards and can be obtained in Chests.

Ranged
CatFace
1 Gem + 200 Health + 20 Attack + 80 Speed + 15 Knockback + 300 Range + 1.5 Attack Speed
They are Queen Juliet's Guards and can be obtained in Chests.

Vuvuzela
1 Gem + 400 Health + 40 Attack + 90 Speed + 15 Knockback + 500 Range + 1.5 Attack Speed
They are Queen Juliet's Guards and can be obtained in Chests.

Giant
0 Gem + 700 Health + 140 Attack + 100 Speed + 100 Knockback + 600 Range + 1.3 Attack Speed
They are Queen Juliet's Guards and can be obtained in Chests.

Chariot
2 Gems + 600 Health + 300 Attack + 100 Speed + 180 Knockback + 650 Range + 0.4 Attack Speed
They are Queen Juliet's Guards and can be obtained in Chests.

Azrael
3 Gems + 600 Health + 35 Attack + 100 Speed + 80 Knockback + 650 Range + 0.5 Attack Speed
They are Queen Juliet's Guards and can be obtained in Chests.

Romeo And Juliet
Melee
Romeo
1 Gem + 2400 Health + 200 Attack + 250 Speed + 120 Knockback

Ranged
Juliet-S
1 Gem + 5599 Health + 84 Attack + 28 Speed + 280 Knockback + 650 Range + 1 Attack Speed

Pocket Creature PVP Party Build for Story Mode
I have came up with 2 build that's simple and overpowering guide for you to win the story mode without losing once in around 52 days. The setup for gems is simple, always equip your ranged with your damage gems. For melees, try to build HP gems and Ela gems. Lastly, you can give a 15 speed gem to EntropyAlien so he can move.

Party Sequence: ShadowDragon, SoulSeeker, EntropyAlien, Scarface, Ultima

1) Buy a Pinocchio, evolve to an Ultima.
2) Buy a Dragon, evolve to ShadowDragon.
3) Evolve Variant to Soulseeker.
4) Evolve Corpse to EntropyAlien.
5) Buy a Pinocchio, evolve to Scarface.

Or

Party Sequence: Chakra, Chakra, Scarface, Ultima, Ultima

1) Buy a Pinocchio, evolve to an Chakra.
2) Buy a Pinocchio, evolve to an Scarface.
3) Buy a Pinocchio, evolve to an Chakra.
4) Buy a Pinocchio, evolve to an Ultima.
5) Buy a Pinocchio, evolve to an Ultima.
6) To win the last level, buy a dragon and evolve to an ShadowDragon by replacing one ultima.

Pro Tip: Use queen's guards to fill empty slots to help you along the way until your build is complete, but don't feed them.

Pocket Creature PVP Party Build for Endless Mode
Honestly, endless mode is a very unpredictable mode. The monsters are all randomized. There are times where you can go beyond stage 20 or stuck at stage 12 and just couldn't go above it. Personally, I find this the most frustrating mode.

Party Squence: Soulseeker, Shadowkiller, Shadowkiller, Shadowkiller, Devourer

For endless swirl use Devourer with 500 HP, 350 HP, 40 Ela gems. And a Soulseeker with 30 Atk, 15 Atk, 10 Atk gems and 3 Shadowkiller with 15 Atk gems each. Not the best build however I can achieve 90% getting a chest, 10% getting 2 chests every time. Good for earning lots of guards and gem exp.

Or

Party Sequence: Soulseeker, ShadowDragon, ShadowDragon, EntropyAlien, Devourer

This build once brought me to stage 47. Devourer up front +500 HP, 350 HP, 200 HP gems. Two ShadowDragon, one with 30 Atk, 15 Atk gems and the other with 15 Atk, 15 Atk gems. Soul Seeker with 40 Ela, 15 Atk & 10 Atk gems. EntropyAlien with 15 spd gem. (higher gets em killed too quick).

== Gement's Guide on Pocket Creature ==
This was the most helpful guide I found by far (especially gem strategy), so I'm posting my Story strategy solution here. Most of the strategy elements should hold true even if you like a different final combination.

I discovered this line-up when it was the only thing that let me beat Moon Castle III. (Part of the problem was terrible gem strategy, but even with terrible gem strategy, this reliably got through.) Then I worked out how to do it from the bottom without losing any battles.

Eventual goal line-up, in order:
Soulseeker Atk+15, Atk+15, Atk+15
Darkdragon Atk+30
Entropyalien Spd+15 (you're right, NO faster)
Scarface HP+350, Atk+10
Corpseking Ela+15, Atk+10, Atk+10

== How to get there with no waste or losses ==

Gem strategy in order (you get 10 by the end):
Get all the straight line Atk gems up to 30 first.
Get Spd+15 then the attached Atk+15 and HP+350.
Get Ela+15 then the attached Atk+15 (or HP+350).

As you say above, Atk gems go on ranged creatures first. I will add that the biggest attack gems should go on the *fastest* attack rate creatures since it multiplies their damage. Also, pile more attack gems on creatures with high damage instead of spreading it out; big lumps of damage are the way to combat groups with healers.

Lost Village:
Buy a Pinocchio,
Buy a Dragon,
Feed the Corpse once.

Now the strategy depends on which guard gets randomly dropped for your fifth creature. The basic tactic is, always keep two melee and two ranged. If you already have three melee, evolve one of them that will become ranged, or vice versa.

If you got Dogface (melee), evolve:
Pinocchio -> Chronos first to fix the balance, then
Corpse -> Deatheather because it's the source of renewable HP.
Then Dragon -> Tyrannosaur so it stops dying and starts doing real damage.

If you got Catface (ranged), skip the Pinocchio and evolve Corpse first, then Dragon.

(At the end of Jade Forest and Keel Wastes, you'll need to assess your melee/ranged balance again based on the type of the new dropped guard. It can be better to keep a weaker ranged creature for one or two rounds until you can level up to fix the balance, rather than reduce to one ranged creature.)

Also, as you go along, look at which one dies first (at first it's the dragon). If you can, evolve that one faster.

Evolve all four creatures once each before starting on secondary evolution. After all four are fully evolved, don't feed them any more. Save up 700 cash, then buy the Corpse King all at once. For me, this happened just before the last stage of Purple Night, so I never had to think about the guard drops after that.

After that, just keep feeding up whichever dies fastest until you run out of things to feed.

== Stuff that didn't work for me ==

Ranged: I tried combinations other people posted with Shadowdragons and Chakras, but Shadowdragons die if you look at them funny, and Chakras have to get too close to the action, so get killed by melee creatures.

Melee: I tried combinations with Ultimas and Earthshakers and Spartans, and they all had the same problem: They were tough, but disposable. The Corpselord and Scarface are the gift that keeps on giving. When all your front tanks are constantly replenishing HP, everything survives longer.

Second-best: Shadowkillers and Devourers worked okay, but Darkdragons and Corpsekings just plain worked better in story mode for me.

Saturday, June 30, 2012

Realm of the Mad God Game Review & Walkthrough Guide

Realm of the Mad God Game
RotMG Realm of the Mad God Game Logo

Play Online: Realm of the Mad God (RotMG)
Developer: Wild Shadow
Genre: Shooter, Multiplayer

Game Review
Realm of the Mad God (RotMG) is free-to-play browser cooperative MMO shooter. I have been playing Realm of the Mad God for only a few weeks now but I think I have seen enough of the game to give you people a valid opinion. Players must train and fight for their life when the Mad God Oryx transports them deep into his sinister realm. It’s simplistic and yet silly, but also one of the most distinctive multiplayer experiences around especially when it's a browser based flash game.

Don't get tricked by the retro, pixelated graphics. Movement is achieved through a WASD scheme, and your character faces and attacks the direction of your mouse cursor whenever you click from a bird's eye view. It's purely a retro/arcade style shooter where you play with loads of other people in huge worlds to try and work towards an end goal. It's a game that can be played in 30-minute bursts or sessions that stretch long into the night. Man, I didn't know I fell for the trap! I just couldn't help it. The game does a great job of being truly free to play.

The primary objective for this is to go solo or participate in fast paced combat against hordes of hungry monsters and hit a level cap of 20. However, leveling to 20 is only the start of the game. You are going to try to shoot your way through challenging quests and dungeons. Unlock all 13 different classes and try to become part of the legend in this fun isometric fantasy. And one last thing, after you die your character will be deleted forever. There’s no resurrecting a dead character and you don’t get to keep your stuff. Death is permanent.

Realm of the Mad God is a rich and ever changing world with endless possibilities. If you are an adventurous person, you will enjoy the challenge of survival while trying to hunt down the biggest monsters to find the best gear, and eventually top the leader boards. Realm of the Mad God is certainly a game worth taking the time to experience.

Realm of the Mad God Guide
Getting Started
Now that you've been through the tutorial, you're ready to set out into the Realm of the Mad God. Band together with other adventurers and patrol the realm, slaying beasts and looting equipment along the way. Once you enter a Realm Portal, combat begins. You find yourself at a beach, where the weaker of monsters are located. As you venture further inland, the landscape changes from beach to forest to ruins to castle, you will find them populated by various Demons, Beholders, and Medusas. At this point in time, do everything you can to avoid dying before hitting level 20 with a new class; this unlocks other stuff and classes. Finally, when you finish unlocking all of the classes, you should have 13 different options which are all different from each other. There are healers, tanks, and damage dealers both melee and ranged. They all have their own benefits and drawbacks. Pick the one that you mostly comfortable with. For me, I would choose Huntress or Rouge.

List of Classes in Realm of the Mad God
Choosing your character class. Realm of the Mad God has 13 different classes. Only the Wizard is by default available but you can unlock more classes later. The classes are as follows:

Rouge – Uses speed to deliver heavy damage at medium range while avoiding attacks. They are equipped with the steel dagger and the Cloak of Shadows.
Archer – Notorious for their long range attacks. Archers are armed with short bows and the Magic Quiver.
Wizard – Masters of magic these warlocks zap enemies from far distances using energy staffs and powerful spells.
Priest – Are able to take out opponents at long range using their magical fire wand. Priests possess the ability to heal themselves and fellow allies.
Warrior – Warriors deal the most amount of damage to foes. They have an arsenal of swords and defensive armour.
Knight – Is the second most powerful class next to Warriors. Knights have the highest defense of any other character.
Paladin – Perfected the art of close range combat. Similar to Priests they also have the ability to heal.
Assassin – Equipped with Centipede Poison to damage enemies over time. Assassins perform best when taking out opponents within medium distances.
Necromancer – Has the ability to drain life from adversaries in order to heal or save others.
Huntress – Lays various traps and shoots arrows to defeat opposing threats.
Mystic – Fights with energy staff and uses a magical crystal ball to confine enemies to a distant plane.
Trickster - The trickster fights with a dagger while using her magical prism to distract enemies.
Sorcerer - The sorcerer can attack from the longest range with a wand, and he uses his scepter to fire blasts of chain lightning at his enemies.
Ninja - The ninja relies on speed and skill, using katanas and ninja stars to deal big damage.

Unlock Classes
How to change class in Realm of the Mad God? Well, you can only change class after being killed by a monster or you delete your own character.

Level 5 required for these:
Priest - Wizard
Archer - Priest
Rogue - Archer
Warrior - Rogue

Level 20 required for these:
Knight - Warrior
Paladin - Priest and Knight
Assassin - Rogue and Wizard
Necromancer - Priest and Wizard
Huntress - Rogue and Archer
Mystic - Huntress and Necromancer
Trickster - Assassin and Paladin
Sorcerer - Necromancer and Assassin
Ninja - Rogue and Warrior

Realm of the Mad God Classes
Realm of the Mad God Classes Map Unlock

Stats in Realm of the Mad God
It will help you in building your character through equipment. The stat is as follows:
ATT (Attack) - Increases the amount of damage done by weapons. Attack does not affect ability damage.
DEF (Defense) - Decreases the amount of damage taken.
SPD (Speed) - Increases the speed at which the character moves.
DEX (Dexterity) - Increases the speed at which the character attacks.
VIT (Vitality) - Increases the speed at which hit points are recovered
WIS (Wisdom) - Increases the speed at which magic points are recovered.

Train and Teleport
Train is a bunch of players following the road nonstop and killing all monsters in their way. You can hit level 20 in about 30 minutes using a train or in only a few hours the legit way by doing quests. So once you get a feel for the game, simply just left click on them and select teleport. Always teleport to the largest clump of players on your mini map. They are most likely fighting very hard enemies, so just hang back and let them slay the gods, earning you tons of experience super quickly. Besides, it can be useful when you're about to die and need a quick way to escape. However it can be dangerous because you have no idea where you'll end up. Always be careful and have some health potions with you. Pro Tip All keys are configurable, including hotkeys for potions.

Avoid Perma-death
After hitting level 20... If you become overwhelmed in battle, use the "panic" button. Pressing F5 will instantly teleport you back to the Nexus. Or, you can also click the white arch under the mini map to instantly return to the safety of the main lobby. Another option is simply quitting out of your browser. This is ways you can cheat death. Don't hesitate, its legit. It is definitely better for you to survive then to rebuild your character from scratch.

Game Objectives
Collect the Best Equipment
As you level up, you'll find plenty of equipment that your class may or may not be able to equip. The maximum level is 20, but equipment is not limited based on player level. There is a ton of different items and loot in Realm of the Mad God. In addition to rings, potions and keys; there are class specific items that include swords, staffs, robes, and much more. These items are most often dropped by enemies as loot. The harder the enemy, the more powerful the loot will be.

Slaying the Mad God Oryx
The main goal of Realm of the Mad God is to defeat the mad god himself. Every time 25,000 monsters have been defeated and all the quests have been completed (red dots on the mini-map), everyone will be transported to the lair of the Mad God Oryx. Now, you just gonna band together with other players to defeat the Mad God Oryx. At the end, he generally leaves behind some nice loot for his vanquishers.

Farm the Gods And Gain the Most Experience/Fame
In addition to dropping good equipment, the gods also drop potions that can permanently increase your stats. Many players have taken to farming the gods for these potions, hoarding collections numbering in the hundreds! Then, fame is earned by your character's triumphs and exploits, and is rewarded to you upon death of the character. Accumulate enough, your character might get onto the leaderboards when it dies. Fame can be used to buy certain items in-game, and also a requirement for completing Class Quests.

Levels 1-5
Now, go kill some beginning monsters. Remember to start saving health potions in your inventory in case of a emergency. I cannot emphasize enough on the importance of health potions. Once you get to at least level 3, go inland a bit and see if you can find some good quest monsters like a Bandit Leader or Giant crab or so. Even with starter equipment, you will beat them. You may get some gear that is not high-tier, but can do for now. You can move into the nearby forest and beat the slightly more difficult enemies like Hobbit Mages, Undead Hobbit Mages, Elf Mage, Sandsman King.

Levels 6-10
You probably now have a full set of items, good or not. So progress farther into the forest, towards the middle. You will encounter more difficult enemies like the Coil Snake, the Horned Drake, Wasp Queen, and the Ent God. You will get better loot from them also. But be careful, you can easily die. Watch out for mobs, you may get into trouble. If not, stick together and try to find some legit monsters that give at least 40+ exp. Repeat this pattern to level in a matter of a few minutes.

Levels 11-15
Once up to 11, you can go anyway but god-lands. You can try to kill some lesser gods to get up to a whopping 50 exp. I suggest some dungeons, like spider den or you can progress and fight the mentioned Ogres and Night Elfs. They will still be quite difficult but you can now manage. You will now find Ghost Kings, Liches, and Cyclops God.Fight these for EXP, all you really need to do here.

Levels 16-20
Now guys, you are now good enough hopefully to dare yourself to going into the dreaded god-lands. Once there, I strongly recommend going to a Group of people with around 5+ people. You can fire along with them and sadly only get 50% you would get alone, but imprint into your mind; Life over loots! It is extremely not worth it to get something that would get you into a situation that could kill you instantly. Even if you got a stat pot drop. It is not worth to die and lose all of your hard work and time! I mean, another loot might drop safely in a minute or two! Don't risk.