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      Home Strategy Guides

      Hall of Monsters – Monster Capture

      DarkthornebyDarkthorne
      July 1, 2020
      in Strategy Guides
      Reading Time: 4 mins read
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      Contents

      1. Hall of Monsters and Monster Capture
      2. Alliance City Upgrade Schedule
      3. Hall of Monsters
        1. Hall of Monsters Requirements and Rewards
      4. Monster Capture
        1. Monster Levels

      Hall of Monsters and Monster Capture

      It is time for Alliance City Combat updates.  After Stronghold 22 , Stronghold 23, and several new hard hitting Core Sets, comes now Hall of Monsters along with the ability to capture Monsters in the World Boss Dungeons which will provide “GIGANTIC” benefits when defending your Alliance City.

      We initially brought you news of Monster Capture in a Beta article in April 2016.  It appears some changes have taken place since its introduction in Beta.  According to the Game of War Official Blog post, the captured monsters will provide Combat boosts when defending your Alliance City.  This language is quite different than the Beta blog release which specifically mentioned that the Monsters would provide great boost for Alliance City Rallying.  It could be they are simply using general language to describe that the Monsters will provide boosts for Alliance Combat Rallying or Defending.  We will see when we are actually able to Attack and Defend Alliance Cities.

      Alliance City Upgrade Schedule

      Recently, Game of War has released upgrades for the Alliance City at a faster rate. We received the Bazaar, Stockpile, Alliance City Traps, Sentinel Tower, and now the Hall of Monsters.  In a letter to Emperor Stayalive77 and Community, Game of War explained that the Alliance City was put on hold to address issues raised by the Emperor and the community as a whole.  It seems now that Game of War is back on their regular content release schedule.

      **The scheduling trend is generally the following:  Core Sets most actively released, followed by Stronghold Buildings until we reach the desired level which is probably 25, and then finally Alliance City Building upgrades.**

      Its interesting that we haven’t had any new Combat Research recently.  So, I would be looking for new Research coming soon.  Perhaps March to 15 simply because 13 is just an odd number at which for this to max out.  Then again we were at Stronghold 21 for a very long time.

      Hall of Monsters

      So, with Hall of Monsters we are one step closer to Alliance City combat.  Sixteen plots remain inside the Alliance City.  So, many more buildings are coming.  A Barracks or Hospital should be one of these.  For now though we will focus on building the Hall of Monsters.  So how do we build it?

      Hall of Monsters Requirements and Rewards

      Screenshot_2016-06-12-19-22-29Screenshot_2016-06-13-12-38-05Hall of Monsters Requirements

      • Headquarters: Lv. 1
      • Deed: 100
      • Beastmaster Tome: 12,500
      • Resources of which your Alliance City will have plenty.
      • Build Time: 250 days
      • Monster Storage: +3
      • Might: +374,319
      • Alliance City Platinum Gift

      The Hall of Monsters is fairly straight forward but what about the capturing Monsters part?

      Monster Capture

      Monster Capture

      Monsters can be captured by anyone in your Alliance by entering the World Boss Dungeons.  When facing a capturable Boss Monster, the “Capture Monster” Ability will be displayed when the Monster’s health has been reduced to 30%.  Simply select it to cast a Monster Net and have a chance at acquiring the beast in place of launching your regular attack for that round.

      Monster Nets are available through sale or possibly other sources in the future.  Once obtained they can be located in your Items then Treasures tab.

      Monster Levels

      Monsters vary from Basic to Legendary.  The higher the tier, the more difficult they are to seize but the Combat Boosts are also higher.

      You can obtain only one Monster per dungeon run.  Also, your Monster Nets are only a one time use.  So, if you want to capture a different Monster on the same run you will need multiple Monster Nets.  Higher tier Monsters are deeper in the Dungeon.  Also, it appears you must also safely exit the World Boss Dungeon to keep the captured Monster.

      Every player in your Alliance will have three spaces in which to store Monsters.

      It will be interesting to see if Monsters remain if you drop from the Alliance to one without a Hall of Monsters.

      Have you ventured into the World Boss Dungeon and successfully captured one of these beasts?  Let us know about it in the comments below!

      Darkthorne

      Tags: AllianceHall of Monstersmonster capture
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      Darkthorne

      Darkthorne

      Darkthorne is a seasoned veteran of Game of War Fire Age. He's responsible for thousands of tips and guides. He's helped countless players improve their gameplay. Using a hands-on approach to uncover the secrets of Game of War, Darkthorne stays at the pinnacle of the game and brings his discoveries to all of us to enjoy and benefit! When not playing Game of War or blogging Dark enjoys playing console games, guitar, and traveling the world visiting friends, many of which he met while playing Game of War!

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      Comments 2

      1. avery gibbs says:
        6 years ago

        if my alliance does not have the hall of monsters do we keep the monsters in our own inventory until then or do they just disapear?

        Reply
      2. DS says:
        6 years ago

        Cost per alliance to get all the required Beastmaster Tomes comes to around $5000 US.

        Reply

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