Hi all: Another question: Will the "cunning" perk has "stack" effect on the final cooldown calculation for the skill. I mean, if a skill is already upgraded to max (10th level), then would cunning apply and hence reduce its cooldown time by another 1? I am not there yet as the character I am playing is the first to have that perk...
Haha I just killed a special monster, which turned into a trophy. Then the gold from the monster took me into a buy screen which i then activated a teleport scroll. This removed my trophy from the screen. I think it would be better if the trophy remained when the teleport spell is activated.
Yeah they stack... As does the quick ability you can get on your amulet (or whatever that piece of equipment is called) As for teleport not effecting trophies... I don't think that is necessary but that is some bad luck! I managed to die the same turn I killed a special and got a trophy so I know how nit feels :- )
Haha that is worse luck than mine! I do feel however that the trophy itself is unnecessary. Why can't the message just pop up like the shop menu? Is there any need to actually tap on the trophy? Anyway, great game I lose myself in it for hours! (literally. Just played one game for about 1.5hrs
Whenever you kill a special monster on normal difficulty or higher, there is a chance it will drop a trophy. Tapping the trophy will either unlock a new class or level up the class you are currently playing with (except adventurer which can't level up).
I support this, mostly because I really like the developer and would like to see them get more money for all of the effort they've put into this game. You could even add a "donation" IAP like Raptisoft did for Solomon's Keep/Solomon's Boneyard-- I would definitely pay another dollar for nothing.
When you start a new game select the class you want to be then hit edit. On that screen you just click whichever symbol you want to edit (so hit the skill icon to access the full list of skills from which you can drag and drop ones from the bottom list to the active list for the class). I hope that is clear but it's hard to describe. Just play around with it a while and it should be clear. fireflame did a good job making it intuitive and straight forward.
I would buy $.99 IAP for some palette swaps of the tiles. It's currently in like generic fantasy dungeon mode, but I feel like there could be a lot of interesting twists on the scenario.
Also, I haven't used the ability freeze in a long time so I don't know if this has been fixed... but back when i did use it I noticed that it did not stop the countdown on specials with countdowns. I think it should.
I was playing as the dwarf thing, found a trophy, tapped it, but instead of leveling, I got the dragon instead. How do I level?
It's totally random. Each trophy can either unlock a new class or level your current one, but there's no way to control it. Once you've unlocked all the classes though, all the trophies will level your class up.
Okay, ty. By the way, on the character select screen, it shows the Class, Avatar, 8 boxes with something, and on the right a skill. Question What are these 8 boxes and how do they apply? Are they passive skills? And what about the skill on the far right? Why is it there if we don't even have it?
The 8 boxes are the perks/flaws and two of them (one perk and one flaw) should always be filled in by default. As you level up the class you get the option to add and change these perks/flaws. The skill on the right is the classes unique skill which can't be used by other classes until you level the class with the specific skill up to level 10.
On alternative to shield builds: I think the problem with the shield build is that upgrades get you much more interesting abilities than either item shop or leveling up. Once the skills and bonuses are maxed out, leveling up only get you base damage and HP. Item shop is a good way to get more shielding and some weapon damage. But upgrading is the only way to get you blunting, spiking, leeching, piercing, up/gp/xp, regenerating. I am all for enhancement to allow other combos, as supposed to nerf the shield build. Here's some possibilities: On leveling up, add the option to have +1 weapon damage (improve weapon skill) and +1 defense (agile), maybe reducing the chance that str, dex, vit, cha are offered once 100% are reached. Also, perhaps a few other options could be added. (heal - restore HP, repair - restore sheild, rest - restore cooldown.... restore to 100% seems a bit much, but restore (add) 25%-50% of the maximum may be worth forgoing a permanent improvement. On item shop, have more favorable tradeoffs when offered. I almost never take a hit on enchantments (e.g. blunting) because I picked the enchantment I wanted. Maybe for every negative step in negative enchantment, there is a +2 step in the positive one. Comments on enchantments: blunting - powerful early game, don't get enough to be useful late game. Perhaps instead of limiting the chance of the offering, have a cap on the number of blunting you can have. e.g. 1/4 of your number of max defense. (so at the beginning, you can have 1, and as you improve your shield, you can have more). poison - nice it's ignoring the enemy defense (and it's cumulative). weak because trying to spend many tries/turns to kill an enemy is not usually a winning strategy. Perhaps if the effect is extended, (5 turns, similar to special cooldown, or even permanent) then it can be a viable base strategy. (high armor+blunting+poison) Comment on skills: personal preference is to have multiple ways to deal with special monster. Currently teleport is the only guarantee way to deal with them, and banish, last stand are exorcise are possible alternatives with cooldown being too high. Only other way to deal with them are spells that increase your damage (dazzle, magic sword, boost damage) I think special monster shouldn't be immune to the other skills. e.g. Explosive Potion, Greed, Shatter - special monster has 50% immunity, so two explosive potions or two coins next to a monster would be able to kill it, and shatter reduce armor/attack by 50%. You could also add slash, fireball, rune, charge to list list. Wish - so costly that special monster shouldn't be immune. The other problem is that once it's used up, you can't easily get it back. Could it work better to allow more than one wish to be collected? The ability to collect 10 wish and just keep using it when a special monster show up can be abusive, since on each level-up, you just get it back. But I think if it show up on a regular frequency similar to a stat increase, and you can stack three or five of it, it could be an effective alternative to teleport (and not be affected by mage) One other thing, I was playing with a changeling, and the refill from killing a special enemy "refilled" the wish, seemed wrong. Machochism - I like this skill, though seemed only useful with the halfling. I noticed that if a special monster is to show up, it's always on the upper left corner. Perhaps an effect of the "what turn does a special monster show up" Trophy - I noticed that sometimes trophy stop showing up after I collected a few in a game. Seem there is a maximum to any game, since once I start a new game, the first monster killed drop a trophy. Bug or feature?
I was thinking the same thing the other day. Only I don't see a way to correct that really. My only thought is to limit stat upgrades (for armor) to the amulet slot only. That will make it harder to get your stats and bonus chances maxed out without levelling. I do like the idea of adding more options at leveling though. My suggestion would be to simply change the abilities once you've maxed out the appropriate bonus chance. For example... the strength upgrade would change to weapon mastery. Instead of getting +1 to base damage and +0 to XP bonus chance (since it's already maxed) you get +1 to base damage and +1 to weapon damage. Just an example but it'd make leveling more powerful w/o over complicating it and gives more incentive to max out bonus chances. If this happened i would always take the negative step enchantments since overall it will net me more powerful equipment in the long run and as long as I'm balancing things out right i can cover the lose of one enchantment pretty easily. The only exception would be blunting since it's so hard to find after a while... i would not give that up if it was part of the negative side of things. Personally i think the item store as it stands is well done and balanced. I had a similar idea a few pages ago. Basically I thought there should be a max cap on blunting that is based upon the turn count... the closer to the max you are the rarer blunting is to find (as it currently is). The difference is that as the turns go up and the cap goes up it will get offered more again. Still i like your idea as well since it helps promote adding armor so you can then get more blunting. Still it could get overpowered like this. I think my solution offers a little more control for fireflame to find a nice balance with. I'd love to see both poison and regen go to a % based ability that maxes around 10% (maybe 5% for poison if it lasts 3 turns). In fact it might be interesting if these were only offered through the store to help add some unique abilities to the store... Yeah fireflame mentioned a maximum number of trophies in a game. It seems like it's 3 or 4. I find that the first two drop fairly consistently and it takes ALOT more specials killed to get the third trophy. Also... you'll find if you passed the maximum and then kill a bunch of specials... the first special you kill on your next game will net you a trophy.
I think the "shield build" is actually better simply because it generates more upgrades than you can get levels or item shops. I don't think the differences between them are the biggest factor. This is especially true because these are all worth about the same to your score (I think).