Monsters

Each run you select a primary monster which you control. You may be enlist the aid of up to 4 other monsters as the game progresses by converting captured prisoners. Secondary monsters will use their skills automatically.

Secondary monsters have a temperament based on the prisoner they were converted from. The primary monster always begins with their matching temperament. Secondary monsters have a -35% power reduction.

All monsters begin with an ammo skill and can be taught 2 additional active skills, and 3 passive skills by acquiring Dark Origins. Additionally, active skills may be changed into master skills, also through the use of Dark Origins.

All monsters have a limited amount of life which can be depleted as heroes attack them. If a monsters life reaches 0, it becomes inactive for the current level. If all monsters are defeated, heroes will charge the Devil Stone, sacrificing themselves to damage it.

Monster Skills
Monsters begin each run with one ammo skill. This skill begins every battle fully loaded. All other active skills begin the game unloaded, and have to charge before their first use.

Monsters may have up to 3 active skills and 3 passive skills. Each active skill can have up to 3 upgrades which are obtained from corrupting captured heroes. Each passive skill can only have 1 upgrade. Once an active skill has 3 upgrades the monster can learn a master skill which is a specialized version of the active skill.