hide results

    Druid FAQ by joefain

    Updated: 05/19/08 | Printable Version | Search This Guide

          Puzzle Quest: Challenge of the Warlords
    
    
      DDDD    RRRR   UU  UU  IIIIII  DDDD        FFFFFF   AAAA    QQQQ
      DD DD   RR RR  UU  UU    II    DD DD       FF      AA  AA  Q    Q
      DD  DD  RRRR   UU  UU    II    DD  DD      FFFF    AAAAAA  Q  Q Q
      DD DD   RR RR  UU  UU    II    DD DD       FF      AA  AA  Q   QQ
      DDDD    RR RR   UUUU   IIIIII  DDDD        FF      AA  AA   QQQQ Q
    
    
                                                              Version 1.2
    
    
    
    -----Table of Contents------
    
    1 Introduction
    2 Spell List
    3 Strategy Guide
    4 Legal
    5 Contact Info
    
    
    
    
    --------Introduction--------
    
    
    The purpose of this guide is to demonstrate how to create a Druid that can
    kill on the first turn. I know of only one way to do this, and that is by
    focusing on Air Mastery and utilizing a combo to fill your Mana so you can cast
    Death Gaze. If this strategy doesn't appeal to you, or you just want to have
    fun figuring the game out yourself, wait until after you finish the game to
    read this. The real fun of this game comes from raising a character capable of
    defeating the game's boss, and maybe a few of your friends too.
    This guide also gives you a formula to follow as you play the game. Use it
    when you get stuck, but don't feel obligated to follow it step by step. Play
    the game and try to figure it out yourself. It is more rewarding and fun that
    way. You can achieve the same end result many ways. There are only a few
    guidelines that you should follow:
    
    - Your level up points should only go into Air Mastery and Earth Mastery, with
    Earth Mastery ending up no higher than around 65.
    - When given the chance to keep an item or return it in a quest, keep in mind
    that your final equipment set will be all forged (made by you).
    - when you get the chance, go ahead and be an Elenian Knight for the Earth
    Mastery bonus.
    
    
    ---------Spell List----------
    
    
          -Gemberry-
    Adds +5 to Life Points plus an additional +1 for every 4 Blue Mana (you have). 
    cost: 4 yellow + 6 blue
    uses: This is good, cheap healing. Good for passing the turn. This spell is
          best used to stall the opponent's offense, especially in combination with
          mirroring equipment.
    
    
          -Channel Air-
    Adds +5 to Yellow Mana; your turn does not end.
    cost: 3 green + 3 red + 3 blue
    uses: Useful Mana generation. Since Air Mana is needed in most of your better
          spells; this can come in handy in desperate situations.
    
    
          -Entangle-
    Enemy loses 1 turn plus an additional turn for every 20 of your Green Mana.
    cost: 12 green + 12 yellow
    uses: Causes the enemy to lose turns. It's useful with at least 20 green, but
          best with over 40. This spell is an excellent combo starter.
    
    
          -Calm-
    Removes all status effects on both players; your turn does not end if Blue Mana
    is 10+.
    cost: 2 yellow + 3 blue
    uses: This removes status effects from you and the opponent. It's a good
          defensive tool.
    
    
          -Forest Fire-
    Does 6 points of damage to enemy plus an additional +1 for every 4 Red Mana.
    cost: 6 red + 8 yellow
    uses: This is a consistant tool for dealing direct damage. It's your best
          offensive spell for most of the game.
    
    
          -Call Lightning-
    Destroys a selected column of gems and you gain the full effects for all gems
    destroyed.
    cost: 6 green + 9 yellow + 6 blue
    uses: This spell is good for blowing up +5 skulls.
    
    
          -Evaporate-
    Turns all blue gems into yellow gems; after that your turn ends.
    cost: 5 red + 3 blue
    uses: This spell is useful for getting matches, adding more yellows and messing
          up those reliant on blue.
    
    
          -Gust of Wind-
    Turns 5 random gems into yellow gems plus an additional 1 for every 8 Yellow
    Mana you have.
    cost: 6 yellow + 5 blue
    uses: Gust of Wind gets matches based on how much yellow you have. It is an
          integral part of most of the Druid's powerful combos.
    
    
          -Sanctuary-
    Adds +5 resistance to a random Mana type; lasts until the end of combat.
    cost: 8 green + 8 yellow + 4 blue
    uses: If you find yourself in a super long fight, use this a lot and gain the
          advantage.
    
    
          -Wall of Thorns-
    Applies damage to Green Mana instead of life points; lasts until green is 0;
    reduces green by 2 each turn.
    cost: 6 green + 9 blue
    uses: This supplements your Life Points and keeps you alive as long as you keep
          getting Green Mana.
    
    
          -Earthpower-
    Destroys all green gems; you gain the full effects for gems destroyed.
    cost: 7 red + 7 yellow + 7 blue
    uses: This spell gets you some Green Mana, might make a 4 of a kind and often 
          messes up guys reliant on Green Mana.
    
    
          -Whirlwind-
    Destroys all yellow gems; you gain the full effects for gems destroyed.
    cost: 7 green + 7 red + 7 blue
    uses: This gets you some Yellow Mana, might make a 4 of a kind and messes up
          guys reliant on yellow.
    
    
          -Lightning Storm-
    Destroys a selected column and the 2 adjacent columns, you gain full effects.
    cost: 12 green + 18 yellow + 12 blue
    uses: This can be good for blowing up skulls.
    
    
          -Reincarnation-
    Turns all non-Mana gems into random Mana gems.
    cost: 9 green + 9 red + 9 yellow + 9 blue
    uses: This spell can sometimes score an Heroic Effort or at least clear some
          skulls.
    
    
          -Cleansing-
    Clears the board and ends your turn.
    cost: 9 yellow + 9 blue
    uses: This spell stalls Mana Drain and prevents a bad board setup, like too 
          many skulls.
    
    
          -Nature's Wrath-
    Turns all greens gems into wildcards, then ends your turn.
    cost: 25 green + 10 blue
    uses: Depending on green positions, it can get you lots of Mana. It also messes
          up those reliant on Green Mana.
    
    
    And here are a few you should consider learning from monsters:
    
    
          -Sneak Attack-
    Learned from: Thief
    Does 3 damage and your turn does not end.
    cost: 7 green + 7 red
    uses: It can be used over and over and makes for a good finisher.
    
    
          -Archery-
    Learned from: Centaur
    Does damage equal to the enemy's Yellow Mana; you turn does not end if yellow
    is 15+.
    cost: 6 red + 10 yellow
    uses: It can be used over and over. It's good after using Gust of Wind and 
          the enemy collects lots of Yellow on its turn.
    
    
          -Eat Skulls-
    Learned from: Zombie
    Destroys all skulls, doing no damage; adds +1 to battle for every skull
    destroyed.
    cost: 12 green + 7 blue
    uses: It's good against Liche and Arkliche, or anyone who is reliant on skulls.
    
    
          -Charm-
    Learned from: Medusa
    All skulls in play are destroyed; adds +1 to life points for each skull.
    cost: 10 yellow + 9 blue
    uses: It has the same benefits as Eat Skulls, but it's more defensive.
    
    
          -Trample-
    Learned from: Centaur
    Does damage equal to half your Green Mana to enemy.
    cost: 10 green + 10 Red
    uses: It's a good finisher.
    
    
          -Death Gaze-
    Learned from: Liche
    Does damage equal to half of enemy's current life points; randomly creates a
    skull for every 5 damage done.
    cost: 45 green + 30 red
    uses: Use it when the enemy has full life. It kills enemies dead.
    
    
    
    --------Strategy Guide--------
    
    
    
    Opening Strategy:
    
    The first thing you should do in a fight is to look carefully at the board.
    Look for 4 of a kind or 5 of a kind matches that you can make. Some are simple
    like the ones you see the AI do, others are a little tougher to spot.
    
    
    -----OO-----      -----O-------
    -------OO---      -------------
    ------------      -----G-------
    ------------      ----O-OO-----
    ----GG------      -----G-------
    ------G-----      -----G-------
    
    
    Try to look for patterns like these to get 4/5 of a kinds when there aren't
    any simple ones. Do you best to get the most out of every turn. But don't focus
    all of your attention on the board. Your spells are where the real strategy
    comes in.
    Use Gemberry or Forest Fire to pass the turn when the only moves give the
    advantage to the opponent (such as setting up 4 of a kind or skulls matches).
    The AI will never make an illegal move, even if it costs the game. Otherwise
    take all 4/5 of a kinds, then take skull matches. Try casting Calm to keep
    annoying status ailments from hurting you and buffs from helping the opponent.
    Don't get discouraged when you lose, just keep at it and you'll continue
    getting experience.
    
    
    
    Next: Build a Dungeon and a Temple
    
    Pay 1250 gold at your citadel to build a Dungeon and a Temple. After defeating
    a specific enemy 3 times, you will be able to capture monsters which will add
    spells and mounts to your arsenal. As an added bonus, monsters you capture are
    instantly defeated, making powered up quest monsters a snap to beat. The Temple
    will let you pay gold to improve your attributes. Buy these two only to stay on
    the fast track. 
    
    
    
    Mounts:
    
    Which mount you choose isn't really that important, but having one can give you
    more options and something else to fool around with. I like the Giant Rat early
    on simply because Rabid Bite does 4 damage using the colors that Forest Fire
    doesn't, which helps against resistances. And it causes Plague, which can be
    stacked 4 times reducing the opponents Mana by 1 every turn, adding to the 
    strategy of weakening the opponent before attacking.
    Wolf is the mount I suggest for later as Howl is very good in some of your
    toughest match-ups. Howl causes Fear, which cuts your opponent's skill levels
    in half for several turns. This is critical against Mana Nodes and resistances
    stemming from high Morale, as with a Knight (human) opponent.
    Either way, try to find one that raises your Air or Earth Mastery and level
    them when you can.
    
    
    
    Early Strategies:
    
    Begin familiarizing yourself with your spells and how they work. You are going
    to come across enemies like Trolls and Orcs that use only one particular type
    of Mana. Focus on keeping that type from them to maintain control of the game.
    Prevent enemies with high battle level from getting skull matches. Start your
    turn looking for 4/5 of a kind matches, then look for skulls and Mana the enemy
    needs. The key is to take away the opponent's weapons, then switch to offense
    via Forest Fire.
    
    
    
    2nd goal: Get Mirror Gear and Troll Ring
    
    You start with a weak offense, and you won't come across any great offensive 
    weapons for a while, so you have to hurt enemies with your defense. First you
    need to build a temple and raise your battle to 4. Then buy and equip a Troll
    Ring, Mirror Armor and Mirror Helm as you come across them. Keep an eye out for
    the Greater Troll Ring as well. Remember to check the shop after every battle
    and save all your money for these items.
    
    
    
    New Strategy: 
    
    Tougher enemies are going to try to take advantage of your uneven development.
    This will test you patience and perseverance. Actively work to avoid Mana
    Drain by taking matches near the top first and using Gust of Wind. Try to use
    Entangle as effectively as possible, like setting up 4/5 of a kind and skulls
    matches. Also, don't let the enemy match skulls. Pay attention to what color
    you need and go for that first. Primarily, you will be keeping weapons from the
    enemy while building your Mana base. Take any good moves that show up, then
    cast Gemberry or Forest Fire to avoid giving them any. Your health will go up
    while their's goes down. 
    
    
    
    Next: Dugog
    
    This boss will be your most difficult obstacle in the entire game. Your
    character is extremely weak and he will have no mercy. You may have to grind
    out a few levels to win. Fight him as you would an Orc or Ogre; play
    defensively and keep Fire and skulls away from him. He gets an extra turn when
    he matches gold as well, so there's another concern. Finally, he has a Troll
    Ring equipped and lots of health, meaning a long fight. You'll probably lose
    this fight several times. Don't fret, just go back to your citadel and check
    the shop. If you get bored, go ahead and battle the random monsters that show
    up for experience. 
    
    
    
    Post-Dugog Strategies:
    
    With Dugog out of the way, you just completed this game's rite of passage. You
    are understanding how the game works and learning to improvise. You should
    by now have the Mirror Helm, Mirror Armor and Greater Troll Ring. With your
    high levels in Air and Earth Masteries the spell Entangle should be becoming
    more useful. Have you noticed that the Troll Ring activates after every lost
    turn? Utilizing these items will be the key to getting through the rough parts
    of Druid development. 
    
    
    
    Next: Wightblade
    
    I highly recommend this weapon for the fights ahead. It drains Red Mana from
    the enemy and gives it to you as Blue, supporting the Troll Ring while
    stalling the opponent.  Wightblade requires Water Mastery level 6 to equip so
    spend your money (not your points) leveling that up. There are other good
    options like Erik's Bow that can give you more power in exchange for control.
    Try both and work on your own angle. Note that the Wightblade will become
    obsolete around level 20, so hang on to Erik's Bow.
    
    
    
    Next: Forge
    
    Whether or not you chose to go with the Wightblade as your weapon, your next
    goal is to buy all the stuff in your citadel. The Forge won't be important
    until a little later, but you need to buy this in order to get the Siege
    Workshop. But since you got it, you might as well take advantage of it. Those
    points on the map that look like little huts now have runes you can get to
    make great equipment. You'll have to fight for them, though. A Runekeeper
    guards every rune, and they are tougher than normal enemies.
    
    
    
    Next: Capturing Cities
    
    Time for the Siege Workshop. This will allow you to capture cities, with two
    great benefits. You can access your citadel and every so often get money from
    these cities. This is the most efficient way of making money, so capture all
    you can. Focus especially on cities you walk over often. If you find yourself
    at a particular city several times or one with lots of side quests, capture it
    early and start making money.
    For those cities that have a Mana Node in their accessory slot, you will need
    a special strategy to capture them. For now just avoid those and focus on
    advancing the story and filling out the map.
    
    
    
    Guidelines Reminder:
    
    - No skill points should go into anything but Air and Earth Mastery.
    - Earth Mastery should go no higher than 65.
    - Quest items that can be kept are almost always more beneficial to return.
    
    
    
    Next: Entangle and Forest Fire
    
    Stop putting points in Earth Mastery after you get it to about level 35. Air
    will be most important from this point up until you learn Death Gaze. A solid
    strategy is to Entangle and then use Forest Fire over and over. Once you feel
    you can take a punch from an enemy, store up your Mana and try to burn them out
    fast.
    
    
    
    Next: Dragonhorn of Stone
    
    This forged accessory is next up on our list. You'll need the Rune of Dragons,
    Rune of Music, and Rune of Earth. The Rune of Dragons is at Dragon Valley
    north of Dhun-Kor. The Rune of Music is at Hornburg, the site of the Mechataur
    quest. If you haven't gotten that far yet, you'll be there soon, so watch for
    them. This item will supply you with huge amounts of Mana, so you can finally
    take off that Troll Ring. Don't throw it away just yet, some battles may be
    easier with it, so hang on to it in case you need it again.
    
    
    
    Tips on Forging:
    
    The Dragonhorn and some of the other gear you will be forging later might be a
    little tough at first, but there are a few things that might help.
    - The best thing you can do is to match 3 anvils. This gets rid of 3 at a time
    and reduces your chances of a bad restart.
    - Using +5 skulls to blow up an anvil is next best, especially if you can
    manage to get more than one.
    - Lining up 4/5 of a kind is the last way, and the toughest. Just make sure you
    don't run out of matches.
    
    
    
    Next: Entangle and Gust of Wind
    
    These two spells are critical in the later part of the game. They are only
    really effective after you have a certain amount of Mana, which is why Earth
    and Air need to be so high. You get the most out of Entangle when it makes the
    enemy miss 3 or more turns, meaning you need at least 40 green when you cast
    it. To get your max that high, you should have leveled up Earth to about level
    35 by now. It can be higher than that, but it doesn't need to be. Gust of Wind
    needs lots and lots of yellow, so raise Air Mastery to as high as you can. It
    begins to show promise at around level 65. Even at this early stage, you can
    start experimenting with this combo by using Entangle, then Gust of Wind 2 or 3
    times. You'll get some matches, maybe skulls, and an occasional Heroic Effort.
    It's pretty strong but stalls out quickly without the Dragonhorn.
    
    
    
    Dealing with Resistances:
    
    Many of the later enemies have resistances. They cancel your spell and you lose
    your turn. From 1% to 15% will be an annoyance, but there will be some with
    around 16% to 30%. For this reason you need to balance your spells so that
    you have some sort of recourse if there is one Mana type that you can't use
    consistently. Look down your list of spells and see if one Mana type shows up
    in more than half, not including the mount spell. If so, you have a weakness
    and you should correct it. Try substituting something that has a similar effect
    but uses different colors of Mana. For instance, if you have too much yellow,
    take out Archery in favor of Sneak Attack. Archery is usually better, but
    Sneak Attack will come in much handier against 30% Air resist.
    Entangle can often help overwhelm an opponent by allowing you to keep recasting
    the same spell until it lands, but watch out for Entangle itself getting
    resisted. 
    
    
    
    Strategy: Entangle and Gust of Wind with Dragonhorn
    
    Finally it's time for the combo. Build up your Mana, cast Entangle, then Gust
    of Wind over and over. The 4/5 of a kind matches from Gust of Wind will fill
    your Mana to the max, Then switch to Forest Fire. Keep an eye on how many extra
    turns you have and on your Yellow Mana. When you have one extra turn left, use
    Gust of Wind and then Entangle. If done right, they should never get another
    turn.
    
    
    
    Next: Death Gaze
    
    This is the source of your offensive might, the killing blow. This spell is
    absolutely essential to learn. It will help overcome many of the remaining
    weaknesses in your game, especially resistances. We just need to capture a
    Liche and research. They pop up right before Hornburg, so once you unlock the
    Mechataur quest just wait for him to show up and keep fighting him.
    
    
    
    Researching:
    
    You will be using the Rune of Gods to make you other equipment, and that means
    you have to get a lot of matches. This minigame is partly based on luck so
    there is no perfect way to go about it. Here are a few things I do to make this
    easier:
    
    - Try to get your scrolls early. Look for 4/5 of a kinds and try to set them
    up. If you can, keep them together, though. Too many stray scrolls will make it
    harder to keep your game running.
    - Start from the top and work your way down. This will maximize the number of
    matches you can make. Anytime you're forced to make a match at the bottom, go
    back to the top and see if there are any new matches. It pays to be methodical
    here. Save matches at the very bottom for last, even if they're scrolls.
    - Focus on vertical matches. These tend to create more possibilities and can
    mix up a stale board.
    - Save matches that would finish out a color. When you finish a color or scroll
    category, it clears the board of that color. Look to finish that when a lot of
    that color is present to create the biggest effect.
    
    
    
    
    Other words:
    
    You may have been wondering why EVERY piece of equipment must be forged. The 
    answer is simple: starting Mana. You can't rely on the board to help you, it's
    very important that you are able to cast all you spells you need to without
    making a single match on the board. You might think this makes the board
    obsolete, but what we are really doing is making the board our plaything. With
    almost nothing left to chance, the only things that the gems ever do are what
    we tell them to do.
    Your extra money should be going towards stat improvement. High Cunning will
    help most, and Battle can make a difference now and then. Here's an example of
    how you should end up looking like in the stat department:
    
    Earth: 65
    Fire: 15
    Air: 125
    Water: 25
    Battle: 15+
    Cunning: 50+
    Morale: 20+
    
    
    
    Final Equip Set:
    
    -Helm: Rune of Jewels + Rune of Gods + Rune of Water
    
    -Armor: Rune of Flight + Rune of Gods + Rune of Wind
    
    -Weapon: Rune of Staves + Rune of Gods + Rune of Earth
    
    -Accessory: Rune of Music + Rune of Dragons + Rune of Earth
    
    
    The Power Runes can be mixed or matched here as long as your starting Mana is
    over the numbers listed in the section above. The only base Rune
    that is required is Music but I think you'll find what I have listed is ideal.
    Also I believe that the Rune of Dragons in the accessory gives the highest
    chances for success in getting your combo started.
    
    
    
    Your Main Strategy:
    
    -Cunning should be high so you can get the first turn.
    -starting Mana should be at least 40 green, 50 yellow, and 20 blue.
    -Fire Mastery should be at least 10 so that your max Red is at least 30.
    
    Cast Entangle.
    Cast Gust of Wind until your Mana is full.
    Cast Death Gaze.
    
    If they're not dead, they should be close.
    Finish up with skull matches, Forest Fire, Sneak Attack, etc.
    
    
    
    You now have a Druid capable of beating a Warrior in PvP. Just keep working on
    that Cunning and mind the resistances.
    Now go kill the boss.
    
    The end.
    
    
    
    
    
    
    
    
    
    
    Thanks to:
    
    Zaraf for providing excellent reference material on this game.
    
    Eggers for helping me get this stupid thing fixed.
    
    Puzzle Quest creators and producers
    
    ign.com
    
    
    
    
    
    
    
    ------------Legal-------------
    
    
    Puzzle Quest: Challenge of the Warlords and all int. properties contained in
    this FAQ are copyrights or trademarks of D3 and Infinite Interactive.
    
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    Copyright 2007 Joe Fain
    
    
    --------Contact Info----------
    
    j03fain@gmail.com
    
    Please post on the boards before you email me.