Don't forget to have them equipped with two of the items which give you 20% more exp I wonder if there are items with even more bonus.
I really like the difficulty of this game, because all the hard fights are possible to win without grinding. You just have to adapt to the situation, and be just a little bit more precise with your battle plan. This game makes you think in those situations and that's so great! The dead characters don't get any exp. In last fights I actually ran away with the party when one of the members died, so everyone would get the exp I haven't noticed any disadvantages on those times I've used the resurrection. In the Golem Boss I had my Knight thrown out of the screen, but he never came back but died instead. I hope it's a bug, though on the other hand it'd be a nice ability indeed on the boss character making your character unavailable for a while
Game Impressions Pretty sweet game, played for like 4 hours. There's a good progression of difficulty with some of the half-way maps through a given level being a huge jump in tactics needed to get through. Playing with a healer-bard-pirate-darknight combo, tried the mage but she wasn't autoattacking unless i made her target each individual character, and that was leading to too many crashes (ie. move-release target use skill = crash). So I'm being careful not to trigger the bug and it's excellent. I like the different tactics, currently i'm setting heal-darknight with his taunt, bard-pirate for the stat boosts and going to town with the rage skills & jump smash for the healing ghost. Equipment is pretty decent, crit % and the life regen rings really helps keep the micromanagement down, and its all about making sure the tank stays alive with massive shield spells + the bards cooldown reset spell. Level 18 on most of my chars (level 20 bard). All in all 5/5, $2.99 is an excellent price for this game. I played a similar one by Hudson Soft that was released at about the same time as the iPad, and this one is way better. With the upcoming bug fix it'll be really excellent to go through the arenas and see how far I can get, and then I guess it's all about the perfect level 30 team configuration.
I played the first arena a couple times at a lowish level probably 11-13 and made it to 50 and 62 and recieved common things like a energy ring and swordsman gauntlets. Then when my group was in the 23-28 range I made it to 129 then 144 and recieved a rod of singing sapphires ( cleric 46 non upgradable ) and then fist of the north ( monk 38 non upgradable ). Not sure if they are things the merchant sells, haven't seen them yet. But they were nice free upgrades.
Has anyone had any luck receiving the "non-obtainable" unique items from the arenas? I've gotten Azamoth's Cursed Eyeball(trinket, 15% no cooldown) from the 2nd arena with 104 kills and an Ill Omen(51 atk, sorceror, non-upgradable) from 3rd arena with 44 kills.
Maybe I'm missing something, but can you see a potential new character's special effect from the Hire screen? Great game, just wish it didn't crash whenever i got to the boss of the fifth battle (the guy on the rhino or whatever). Glad to see a prompt update is on the way!
OK, so did anyone ever get something normally unobtainable from the shop or through upgrading from the arenas?
I cant really notice 10% life leech doing anything at all on my level 23 rogue. Not expecting it to be a substitute for a healer, but if your backstabbing something for 20 seconds (something being healed by the phantoms say, that lasts a while), I would think you should get a complete heal out of it, not a if you squint you can notice it heal. Unless I'm missing something, I dont think I'll be using life leech trinkets.
I came back to my iPad today to continue my game and found I was 21 seconds in the game according to my save. Has any of you experienced this? I enjoy the game, but the thought of risking this again makes it less fun to play.
I've got to amend what I said earlier about this game. It's AMAZING, but earlier, one of my complaints was lack of story. Screw that. If Mika Games updates this with the following, this game will be tough to beat for mobile game of the year: 1. improved grouping system. one-touch icon grouping/isolation based on character icons!!! When you're bunched up, this game becomes frustrating! 2. one-button combat groups, ie, preset battle formations to choose from. 3. the option to tap your character icon, then tap a friend icon (or foe) icon and begin action/command like heal, attack, special, etc... 4. In App purchases and/or continued support for Randomized item drops, new maps, new character types. 5. Quests and Splintered routes during campaign progression. Also, regularly increasing level cap. 6. Lastly, ONLINE PVP GameCenter combat!!!!! Preferably with Randomized character choice and/or custom character creation!!! I'm going on record now saying that I'd support IAP if that means funding further development of this awesome game provided updates are regularly supported. Expanding this game with the possibility of quests, PvP, and rare item drops alone could make this the WarCraft of mobile phone games because the combat and leveling foundation is so solid.
BIGGEST TEASE EVER... Such a c*ckblock this game. I really really enjoy this game but I'm on the first "boss". The fourth level. Crashes every. single. time. I know the update has been submitted and all, but are there any tips to work around it? or I'm just royally screwed for now?
Yes, it's easy - just drag a line from your character to the enemy. There aren't many RPG elements, at least not enough to worry anyone. But be prepared to be frustrated when you cannot target who you want to target or heal who you want to heal when characters start to overlap.
The crash we fixed (and are 99% sure is what people are running into) is related to our input system and how each individual person taps the screen. Basically if you do a quick tap on a character that registers as a "drag" for exactly 1 frame, it will likely crash either instantly, or shortly thereafter. The reason I (and my test team) didn't run into this is simply due to how we differ in our tapping of the screen. If you keep your finger pretty stationary when selecting an ally, and are sure to drag precisely and carefully rather than 'flicking' your guys around the screen when giving orders, you should hopefully have no issues. I'd really like to know if just being slower and more direct with your touches works for you. Again, I'm 99% sure what we found and repaired is the source of everyone's trouble, and that the first boss tends to be where it shows up the most because (A) its a long fight and (B) its chaotic and involves more micro-management than the levels leading up to it.
New Characters.... Just wanted to throw my 2 cents in for more characters along with the aforementioned ARCHERS: 1. UNDEAD/Zombie: Class that TANKS really well, but deals minor damage. Specials could be: Zombie pummel, Deathgrip (hold any foe for X amount of time, Zombify: Make entire party a tank for X amount of time, decrease damage significantly, and SLOW, similar to stop/freeze, but makes a targeted enemy move like molasses for X amount of time. Variant: Stop ALL. 2. SUMMONER: Completely PET based class. Vulnerable to attacks. deals light damage. Can summon Previously encountered HUMANOID enemies to fight with for X periods of time. Specials are based on levels. PETS stay out longer and the Pet types become more powerful as your level increases. Perhaps the master version of the class allows Summoner to call upon Boss Characters. 3. CHANGELING: A variant on the Berserker class. Changeling would require new art assets (But this artist is amazing so all new art would be a treat). Changeling has NO weapons and is all Melee, and you would only equip him with Jewelry. Changeling can change into new Monsters like Wolf, Vamp, Demon, or Spirit - all of which would be treated like a new class with minimal growth capabilities. Wolf, obviously, would be heavy melee, Vamp would be melee + energy drain, Demon would be Melee + hot breath dmg, cold breath dmg, electro breath dmg. Spectre would be assist any other companion, mirroring their moves from behind the enemy (similar to Rogue), for X amount of time. Spectre would look like a 50% opacity drop version of whoever he/she is aping. 4. ELEMENTAL: a Defensive/Offensive class. Based on Earth, Fire, Water, and Air, Elemental class creates mini whirlwinds as attacks or to dizzy foes for X amount of time. Can turn into Rock like a golem statue where it moves slowly and cannot attack, but anything that hits it during X time will turn into rock for X time (think COUNTER ATTACK), and is frozen and can be damaged. FIRE works similarly. Your character goes ablaze and can punch with minimal damage, but as enemies hit it, the COUNTER is what causes the damage as they catch on fire for X time and continue to take damage for the duration of the effect. Water, can be as simple as small thunderclouds appearing over select enemies to deliver damage. This character is more of an ASSIST with minor attack power. His MASTER ability could be similar to the KNIGHT's FEAR ability, but instead it makes ANY targeted enemy attack ANY OTHER targeted enemy for X amount of time. Even boss characters on screen can be manipulated. Cool down time would have to be significant, though. 5. BEAST RIDER: Same as SUMMONER, but calls on Animal enemies like Bats, etc. Master version allows him to ride on a beast similar to the app-crashing Troll boss early in the game... ******also, one more suggestion. Several people have mentioned being unable to tell the health of your party during battle unless you tap on the character. This is definitely a problem. Perhaps Subtle color shifts of your fighters determines health status? Yellow or Green means below 30%? if you character has a greenish hue, that means he needs serious attention?? This allows your theme of minimal UI to continue. Hope these suggestions (along with the ones I mentioned earlier) could make it into what is becoming one of the absolute best games on the apple store.
Hello to all! I love this game!!! But I want, no I NEED more items, more maps and more of that great characters and classes! What about an Ranger or Archer, Summoner (great idea) or Beastmaster and a Priest? There is an Elven Lady, where the dwarves? That would be so cool and great! It would be great if I could rename the characters and arrange their appearance and their gender - I love such things! ^_^; See ya, Tyra Btw, in 4 hours my game only crashed 1x!
I agree with this idea, but unless doing light damage to enemies, the summoner should only be able to heal his summons. So this way, the summons could be able to stay longer on the field (at least, until the cooldown is finish).
I want a female knight character ... right now I'm just assuming the black knight is female, since you can't tell which gender "it" is . Maybe you can make a paladin warrior that focuses on healing and absolute defense with low attack power. Just another warrior to use the heavy armor set . ... and make it female!!! Powers can be similar to the knight. Basic power: Regenerates health rapidly and heals everyone near him rapidly for 10 seconds. Skill 1 Passive: 20% of attacks do no damage or Decrease damage taken by 15% Skill 2: Blast that pushes all enemies near him to the ends of the screen. Deals little damage or Blast that deals heavy damage to enemies within its near vicinity. Skill 3 Passive: Enemies are automatically drawn to the paladin or 10% of knockdown when Paladin is hit Skill 4: Gains 75% damage resistance for 15 seconds, but with 50% slower movement and 50% lower attack power or 100% damage resistance for 15 seconds, but unable to move or attack Skill 5 Passive: Health regeneration (Skill 1) affects everyone on the map and not necessarily those who are near the Paladin. Skill 6 Passive: Paladin constantly heals himself rapidly (Stacks with first skill to = 2x health regeneration) or heals himself slowly along with allies nearby.