Legend of Keepers Wiki
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This page will serve as a basic how to play guide for Legend of Keepers . While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.


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Controls[ | ]

  • A mouse, gamepad or similar device is needed to interact with the game where only selecting and dragging game elements are involved.

Introduction[ | ]

Legend of Keepers is a game where you play the monsters in a dungeon and defend it against invading heroes. To do this, you set traps, recruit monsters to protect the treasure, and fight the heroes in turn-based combat. You can target either the monsters' hit points (to kill them) or their morale (to make them flee). If all heroes die or flee, you get paid for defending the dungeon. You always get blood (if a hero died) or tears (if a hero fled). Additional rewards include gold, artifacts, monsters, and traps.

Employee and trap management[ | ]

Group placement[ | ]

Monsters are split into two groups, which represent which room they can appear in. Certain monsters work well together. For example, one monster might do bleeding damage with every hit, and another monster will do extra damage if its target is already bleeding. Monsters that work well together should be placed in the same group. It is not possible to move monsters between groups once adventurers enter the dungeon. This means you'll have to deal with some randomness and adjust your strategy accordingly.

Traps[ | ]

Traps are an opportunity to do free damage to the heroes, and they can also buff your monsters. Consider your overall strategy before buying or placing traps. If all your monsters do morale damage, place traps that will cause heroes to take more morale damage.

Basic combos[ | ]

Look for attacks that work well together. One attack may lower resistances, and another will have additional effects if the resistance is negative.

Motivation[ | ]

Monsters who die in combat are automatically resurrected. This costs them motivation. Motivation can be restored by winning battles or recuperating in the garrison. Being in the garrison prevents them from fighting in a dungeon. Random events can also raise or lower their motivation. In particular the Therapist will raise all monsters' motivation by at least one point. When they lose all their motivation, they become unavailable for a while.

Battles[ | ]

Combat is turn-based and 3v3 from a side perspective.

Analysing heroes[ | ]

Look at each hero to see what kind of damage they do, how much health and morale they have, and what special abilities they have. Counter their attacks by placing monsters that are resistant to their damage. For example, if a hero does physical damage against your middle monster, try to favor placing a monster in the middle who has great armor. Watch for opportunities to place monsters who do damage that heroes are vulnerable to while resisting the heroes' damage.

Many heroes have much more health than morale. As the heroes gain levels, sometimes its easier to attack their morale and make them flee. Heroes may also have abilities that trigger on the death of their party members. These abilities won't trigger if heroes flee.

Dungeon setup[ | ]

The basic setup of a dungeon is two rooms and two traps. Sometimes there are also disasters, which deal additional damage to the heroes, and rest areas, which heal the heroes. Playing different Masters can change the layout of the dungeon, such as how the Slaveholder receives an additional mini-boss.

Basic dungeon defence[ | ]

Skill, spell and disaster choices[ | ]

Try not to split your damage between health and morale damage. Some attacks damage both health and morale, which can be helpful. If you have a choice between health or morale damage, though, you shouldn't alternate. You want to defeat heroes quickly, not slowly whittle down both bars.

The Master[ | ]

If the heroes get past your monsters and traps, they will fight the Master. If your Master is specced to deal physical damage, don't leave alive a hero who has very high armor. Concentrate your attacks on heroes the Master will have trouble killing.

Agenda[ | ]

Attending the right event[ | ]

Agendas allow you to engage in management. Options are made randomly available. Try to choose an option that will improve your current situation. If your monsters have low motivation, choose options that have a chance to raise it. Keep risk mitigation in mind. If you don't have many spare monsters, don't choose options that could incapacitate one of them and leave you short-staffed.

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