Monuments - First impressions

Went through the monuments to see if there’s anything useful. I’m not hardcore competing, but would like to place in my bracket for more deed books.

Monument List
Name Buff Lvl 1 (%/#) Lvl 2 Lvl 3 Lvl 4 Lvl 5 Location
Knight’s Enclave Reduce skull dmg 25 30 35 40 45 Aidania
Guardian’s Maze Reduce spell dmg 30 30 35 40 45 Aidania
Dragon Halls Gain armor 6 9 12 15 18 Aidania
Tinker’s Cavern Gain attack 4 6 8 10 12 Aidania
Pharaoh’s Tomb Gain Armor on enemy spell 1 3 5 7 9 Ancient Khet
Ziggurat of Fire Gain attack per red ally 1 2 3 4 5 Ancient Khet
Hisst Shrine Skull dmg on poisoned Enemy 2 2.25 2.5 2.75 3 Ancient Khet
Ruined Sphinx Gain life per brown ally 1 3 5 7 9 Ancient Khet
Giant’s Hall Gain attack 4 6 8 10 12 Ancient Khet
Maugrim Portal Gain attack per purple ally 1 2 3 4 5 Bay of Stars
Royal Barrow Gain life per purple ally 1 3 5 7 9 Bay of Stars
Raging Caverns Gain life 6 9 12 15 18 Bay of Stars
High Sorcerer’s Crypt Gain magic 2 3 4 5 6 Bay of Stars
Krystenhall Gain magic per yellow ally 1 2 3 4 5 Bay of Stars
Hellcrag Monument Gain life 6 9 12 15 18 Broken Lands
Blighted Portal Summon Ancient Horror on Death 25 30 35 40 45 Broken Lands
Herald’s Altar Reflect skull dmg 25 30 35 40 45 Broken Lands
Archduke’s Tower Gain life per red ally 1 3 5 7 9 Broken Lands
Doomed Shrine Skulll dmg on stunned enemy 2 2.25 2.5 2.75 3 Broken Lands
Sheggra’s Cavern Skull dmg on bosses (asc based) 3-5 3.5-5.5 4-6 4.5-6.5 5-7 Central Spire
Infernus Depths Gain magic 2 3 4 5 6 Central Spire
Henge of Amarok Gain life 6 9 12 15 18 Central Spire
Troll Holl Recover Life 3 4 5 6 7 Geheron
Mad Mage’s Ruin Gain magic 2 3 4 5 6 Geheron
Golem Halls Gain life 6 9 12 15 18 Geheron
OId God’s Shrine Gain magic per purple ally 1 2 3 4 5 Geheron
Portal of Sin Gain life per yellow ally 1 3 5 7 9 Maraji Expanse
Scorpius Thronehall Gain attack per brown ally 1 2 3 4 5 Maraji Expanse
Southwind Shrine Gain attack per blue ally 1 2 3 4 5 Maraji Expanse
Trial of Fire Gain life 6 9 12 15 18 Maraji Expanse
Leonine Towers Gain attack 4 6 8 10 12 Maraji Expanse
Axehenge Gain attack 4 6 8 10 12 Southwild
Centaur Run Dodge skull dmg 20 25 30 35 40 Southwild
Minotaur Maze Gain attack on enemy spell 1 2 3 4 5 Southwild
Oracle Tower Gain magic 2 3 4 5 6 Southwild
Death’s Respite Gain armor 6 9 12 15 18 Summer Isle
Solstice Tower Gain attack per green ally 1 2 3 4 5 Summer Isle
Solar Caverns Skull dmg on burning enemy 2 2.25 2.5 2.75 3 Summer Isle
Faeries’ Cavern Gain life per green ally 1 2 3 4 5 Summer Isle
Winged Guardian Gain attack per yellow ally 1 2 3 4 5 Summer Isle
Iceskull Peak Skull dmg on frozen enemy 2 2.25 2.5 2.75 3 Winter’s Reach
Kurandara’ Portal Gain life 6 9 12 15 18 Winter’s Reach
Crystal Ruins Gain magic 2 3 4 5 6 Winter’s Reach
Winter Court Gain life per blue ally 1 2 3 4 5 Winter’s Reach
Ullor’s Henge Gain magic on ally spell 1 2 3 4 5 Winter’s Reach

We get 6 sigils a day, and a 4X trophy talismans at a level 5 monolith. Since we max out at 10, you should use them at least every other day.

  • Do monument bonuses stack? If so, 1 hour with 2 full monuments might be the best use of someone’s time.
  • Dupes: There are 6 monuments that give straight life, 5 magic, 4 attack, and 2 armor. Why no love for armor? I really hope they change some of the monuments later on.
  • If you started with 10 Monolith sigils, without having faced a Valhawk that day, you could get a monument to 5, and have 5+2*3 = 11 more sigils to use. This would give nearly 12 hours of max multiplier.
  • Ullor’s Henge seems the most useful with looping journey troops.
  • While all colors have a gain life/attack per colored ally, only Purple and Yellow have gain magic per colored ally. (Again no love for armor)
  • We can boost skull damage against poisoned, stunned, burning, or frozen enemies.

I think my strategies will be:
Plan A:

  1. Store Sigils until I have at least 8 accessible for the day.
  2. Wait for a color day to have a blood frenzy, preferably Yellow or Purple.
  3. Boost a corresponding magic monument to level 5, topping it off when necessary
  4. Grind with team of [Guardian], Wand of Stars, [Double Converter], [Gem Dragon]

or Plan B (more limited):
3. Monolith: Boost Skull dmg for burning
4. Use a class with Fireblade (Lvl 100 Fire trait) in front, and Fire Spirit as a troop.

– edit found out its trophy talismans, single use, not a persistent multiplier. Not that much effect. Guess I’ll hosrd them

4 Likes

What’s the point of having more armor buffs? Who would prefer them over any other anyway? Just to use some of 2 whitehelm troops or rowanna?

1 Like

Different monolith timers don’t stack, so the max for the buffs is 5 hours.