Creature Quest Enchanting Guide


Enchanting is a new and exciting mechanic to come to Creature Quest as it allows players to further customize their Creatures to fulfill various roles. Enchants can range from basic (but powerful) stat boosts to healing upon deathblows and improved critical strike chance.

However, the Enchants you gain are randomized and cost varying levels of resources based on Bronze, Silver, and Gold tiers. While there will naturally be stronger/better enchants, most are meaningful to a certain degree and some have interesting uses.

This article will summarize my thoughts on Enchanting, provide guidance to min/max your usage, and how the system can be improved.

Video commentary

–video coming soon–

What are Enchants?

Enchants come in 4 flavours and are referred to by their primary Kingdoms resource required and have a loose typing associated with them:

  • Wood/Courage: Defensive enchants
  • Ore/Honour: Offensive utility
  • Sulfur/Spirit: Supportive utility/debuffing
  • Mercury/Wrath: Offensive damage

In addition to this, each type of Enchant has 3 different tiers: Bronze, Silver, and Gold that all have varying degrees of cost and potency.

However, the goal of Enchants is to add another layer or dimension of power to your Creatures to help you achieve new levels of greatness.

Some Enchants are naturally stronger while others have more merit/value depending on the game mode you are playing. On this train of thought, Bosses tend to benefit the most from flat stat Enchants as only these are multiplied in a Dungeon. Continue reading Creature Quest Enchanting Guide

Updated Legendary Tier List – October 29th, 2017


Many changes have occurred in the past month for Dungeon Challenge. Most notably the death of empty wave stun meta. As a result, the focus has shifted towards more of a nuke-oriented defensive strategy. This strategy revolves around trying to utilize high damage defenders who when paired with Kingdom shrines, can obliterate would be attackers. As a result, the dependency on resurrections remains high and defenders are now beginning to target Astral Watchers with dark-heavy floor ones.

Dungeon defender stuns have now become less powerful due to the fact that you can no longer chain stun and an incapacitated Creature will always be able to take at least one action before being restunned. This is amazing because no one enjoyed being stunned into oblivion, but had an unwanted side effect of neutering several S-tier bosses and their own ability to act as a dungeon defender.

Finally, while no one is currently able to run enough dungeons to achieve boss stun/silence immunity, it will most likely happen some time in the distant future.

You can read about the most previous Tier List updates HERE.

Video commentary

—video coming soon—

Dungeon Challenge 2.0 buffs

With DC 2.0, dungeon defenders will receive rotating colour buffs but every week will always have bosses gaining stun/silence immunity to guarantee them casting a special first turn. This will greatly influence how Bosses function as we know for sure a special will be cast. This will also mean that there will need to be revisions to current attacking rosters as older strategies of stun -> nuke will not work in this new day and age. Continue reading Updated Legendary Tier List – October 29th, 2017