Monster Slayers
22 Achievements
99-121h
Steam
Monster Slayer
Defeat the Harbinger with all 6 starting classes.
7.7%
How to unlock the Monster Slayer achievement in Monster Slayers - Definitive Guide
Getting this achievement requires you to reach the third dungeon and defeat the Harbinger with each of the six starter classes.
To get this it is suggested by me that you get the third upgrade node for the class you are trying defeat the Harbinger with. The third tier abilities/spells really do help getting to and defeating the Harbinger.
When you are choosing your cards when you level up or by other means (i.e. buying from merchant) decide on what theme you are going to gain cards towards.
By this I mean how you will be playing your character to eventually get to and defeat the Harbinger.
The themes I can think of are:
-Card denial- Where you constantly cause your foes to discard cards.
-Speed play - Where you can consistently draw and play many cards each round via spells or abilities.
-Regen/Healing - Where you constantly gain health back in some way.
-High DPS - Where you are going for high damage through critical damage and/or big ability/spell damage.
-Fortification - Where you are going for defense and damage reduction of yourself.
You can mix these a bit but watch out for card count because if your deck gets too large you may not get a certain card you need at the appropriate time.
At the same time your building your deck you need to build up your AP's and/or mana to be able to support the spells/abilities you plan on playing. You can do this either through building your characters starting AP's/mana or artificially by using abilities/spells that will give you more for the round.
When you go for damage cards try to pick ones with either elemental damage or pure damage. Be aware that some enemies that have elemental protection or immunity. The best ways to damage I have found are electrical and pure. Pure and electrical damage have very few enemies with immunities to them. Electrical damage also has an added benefit of causing card loss.
Frost and fire have several enemies that have some immunity or ways to mitigate damage.
The easiest damage to block by many enemies is physical damage.
Another helpful hint is that the boss of a dungeon will give you enough xp to completely go up a level upon defeating that boss. So I generally get myself to levels 5 (on the first dungeon) and 10 (on second dungeon) by getting just enough xp to reach those levels so the boss will give me an entire level upon his defeat and then I will mop up the remaining xp in those dungeons to make it easier to level in the next dungeon up.
That way by the third dungeon I don't have to fight as many fights to get to level 15. Which by this time the enemies have many high damage abilities/spells as well as seem to be able to easily cycle through 10+ cards a round.
Then once I explore that third dungeon enough to find the Harbinger I can get myself to level 15 and hopefully have the abilities, spells, abilities, equipment, AP's, and mana to come away with the W.
To get this it is suggested by me that you get the third upgrade node for the class you are trying defeat the Harbinger with. The third tier abilities/spells really do help getting to and defeating the Harbinger.
When you are choosing your cards when you level up or by other means (i.e. buying from merchant) decide on what theme you are going to gain cards towards.
By this I mean how you will be playing your character to eventually get to and defeat the Harbinger.
The themes I can think of are:
-Card denial- Where you constantly cause your foes to discard cards.
-Speed play - Where you can consistently draw and play many cards each round via spells or abilities.
-Regen/Healing - Where you constantly gain health back in some way.
-High DPS - Where you are going for high damage through critical damage and/or big ability/spell damage.
-Fortification - Where you are going for defense and damage reduction of yourself.
You can mix these a bit but watch out for card count because if your deck gets too large you may not get a certain card you need at the appropriate time.
At the same time your building your deck you need to build up your AP's and/or mana to be able to support the spells/abilities you plan on playing. You can do this either through building your characters starting AP's/mana or artificially by using abilities/spells that will give you more for the round.
When you go for damage cards try to pick ones with either elemental damage or pure damage. Be aware that some enemies that have elemental protection or immunity. The best ways to damage I have found are electrical and pure. Pure and electrical damage have very few enemies with immunities to them. Electrical damage also has an added benefit of causing card loss.
Frost and fire have several enemies that have some immunity or ways to mitigate damage.
The easiest damage to block by many enemies is physical damage.
Another helpful hint is that the boss of a dungeon will give you enough xp to completely go up a level upon defeating that boss. So I generally get myself to levels 5 (on the first dungeon) and 10 (on second dungeon) by getting just enough xp to reach those levels so the boss will give me an entire level upon his defeat and then I will mop up the remaining xp in those dungeons to make it easier to level in the next dungeon up.
That way by the third dungeon I don't have to fight as many fights to get to level 15. Which by this time the enemies have many high damage abilities/spells as well as seem to be able to easily cycle through 10+ cards a round.
Then once I explore that third dungeon enough to find the Harbinger I can get myself to level 15 and hopefully have the abilities, spells, abilities, equipment, AP's, and mana to come away with the W.