Universal Spellfall - Puzzle RPG (by Backflip Studios)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, Mar 31, 2014.

  1. pinOi32

    pinOi32 Well-Known Member

    Apr 24, 2014
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    Heh, ignore my previous post.

    I can finally collect gold again from completed areas. Idk why I wasn't able to for some time.

    My bad.
     
  2. Nodnarb

    Nodnarb Active Member

    Aug 18, 2014
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    Did you figure out the trick to it? Please share. My completed ares stopped giving gold too.
     
  3. drunkmouthsmile

    Apr 5, 2012
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    Did you do the calendar trick?

    If you do the calendar trick into the future your completed areas won't give any gold until you reach whatever day you stopped at before going back to real time. It's the same for the free item box, once your game clock gets to where it thinks you are in real life then those will resume.
     
  4. Nodnarb

    Nodnarb Active Member

    Aug 18, 2014
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    Hmm...well I kept rewinding & moving forward yesterday & every day gave gold, but today, no gold...
     
  5. Intrepidus

    Intrepidus Member

    Aug 20, 2014
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    Could someone please tell me what the swirling countdown number that sometimes shows up within the tiles is?
     
  6. drunkmouthsmile

    Apr 5, 2012
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    Hmm interesting. I did the calendar trick once and the zones I had cleared while messing with dates don't give me any gold at the moment, but the zones I cleared after the calendar trick do.

    I tested it with another save and went back in time 20+ days on my device before starting the calendar trick. On that save everything is as it should be with gold and free item chest.

    Do Game Center friends add to the move percentage? Or just Facebook friends? If Game Center ones do feel free to add me, I'm drunkmouthsmile.
     
  7. drunkmouthsmile

    Apr 5, 2012
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    #167 drunkmouthsmile, Aug 22, 2014
    Last edited: Aug 22, 2014
    It negates matches made nearby. I've not yet let it count down so I don't know the result when it hits 0. It can be cleared with the arrow tiles.

    EDIT: it's the result of one of the corrupt guys attacks. I forget which one though.
     
  8. Intrepidus

    Intrepidus Member

    Aug 20, 2014
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    Thank you, drunkmouthsmile.
     
  9. Spinsbee

    Spinsbee Active Member

    Aug 15, 2014
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    If you match anything touching it, it will suck up your pieces and you get no credit for it. Once the countdown ends it will disappear on its own, or you can destroy it with a convert tile.
     
  10. SeeleyCat

    SeeleyCat Well-Known Member

    May 9, 2014
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    executive director of symphony orchestra
    Seattle
    I thought it was just Facebook. However checking just now on Spellfall's send-email-to-friend invitation button, part of the email that comes up says: "You'll have fun playing it and if we're both using Game Center or Facebook, we get better odds at Extra Moves each turn." So it seems the extra moves come with Game Center as well.

    (For anyone adding me, I'm Seeley Cat on Facebook and SeeleyCat (no space) on Game Center.)
     
  11. Nodnarb

    Nodnarb Active Member

    Aug 18, 2014
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    I FIGURED OUT THE SWIRLY THING!

    Any attack you make that touches it gets sucked in and ADDS to the baddie's health.
     
  12. drunkmouthsmile

    Apr 5, 2012
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    It's even worse than I imagined.
     
  13. Sneakytako

    Sneakytako New Member

    Aug 22, 2014
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    Hey guys, picked up this game a few days ago, I'm on day 5 on the login bonus.

    I saw this article on Kotaku about this guy struggling in this game and whining that it's p2p. http://kotaku.com/i-was-excited-by-this-puzzle-rpg-until-i-started-payin-1623025491

    I had some trouble early in the game around area 3, but I'm currently on area 7 temple of fire, and I'm really not having that much trouble now.

    The main thing I wanted to share is that good runes > good gear any day of the week. There are great runes that level up and get even better, it's way more important to level runes worth using than getting the best gear for your level.

    Also, most of the skill runes aren't worth the rune spot imo. I'm running stun and rejuvination, I wouldn't run more than one or two skills imo.
     
  14. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
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    #174 ArtNJ, Aug 22, 2014
    Last edited: Aug 22, 2014
    I'm on the 7th area as well Sneakytaco, but I've had a lot of recaptures to deal with. Half way to level 13 at the moment.

    Here are my thoughts on the runes I have.

    Toxin (Great for bosses and grinding): Does roughly 10% of an enemies health in damage, with 7-8% on turn 1, and a bit more the next 2 turns. While level 2 of the rune adds hardly any damage, level 1 refills very quickly. As such, its fairly easy to use this rune 3 times in a battle against a substantial enemy. This makes it an awesome rune to bring, as you don't need to fuss with filling it up before your battle. It costs a ton to level Toxin to 3, not there yet.

    Life Drain (Great for grinding, good for bosses, painful to level): Like Toxin, life drain scales with you, and you never need to fuss with charging since its a passive. The Life Drain I rune goes from 2/3/5% from level 1 to 3. Level 3 takes 650 rune points to level, which is brutal. Level 4 takes 1350 rune points -- and I'm actually likely to hit that in a day or three. The Life Drain II rune starts at 3%, and takes 225 points to level up to level 2. Not sure whether it is worth replacing my Life Drain I's at this point -- I'll likely try to fit a Life Drain II in to see how costly it is to level.

    Stun (Great for bosses, not super worthwhile for grinding): Levels from 1 to 3 for a reasonable amount of rune points, but its not terribly practical to refill this in battle, especially since you need a full charge to get maximum effect -- this rune stuns for 1/3/5 turns depending on how many bars are full. Kind of a hassle to refill between fights, making this rune much better for bosses than grinding.

    Enchant (Great for bosses, not super worthwhile for grinding): Enchant makes 1-3 spell orbs. Getting a bunch of spell orbs in your big chain attacks, especially against an element the monster is weak too, adds insane damage. If you have a bunch of the special tiles making a big chain, you can usually get the extra orbs in your chain attack pretty easily. The difficulty is that Enchant uses the same element as Toxin to recharge, and takes too long to recharge in battle anyway. Still, once you get it leveled to max, it is useful for bosses.

    Heal (Varies): Seems like a great rune at first, but it doesnt scale with you, and can be a pain to refill in battle. While there are Heal II and Heal III runes, you'll need to level those up from scratch with more rune points. Heal is a better rune against monsters that are weak to water (because it makes more sense to recharge it) and worse against monsters that are water based. How good heal is also depends on whether the amount it heals is good or bad compared to the monsters damage.

    Poison (tricky, but potentially ok for bosses): Poison doesn't do a ton of damage, but unlike Toxin, its damage is split evenly over each turn of its effect, AND a one bar Poison can refresh the duration of a 3 bar poison, maintaining the higher damage amount. Thus, Poison is potentially good for bosses. However, it seems doubtful its worth fussing with this strategy given that poison doesn't scale with you like Toxin does. Plus, needing to get to 3 bars to run this strategy is a hassle.

    Attack/Defense (bad): These just don't do enough to be worth fussing with.

    Weak to [Element] (Good for bosses, borderline for grinding): Its not entirely clear how much damage these runes add, but it appears to be about 15%. The effect works even on monsters that are weak to that element, adding 15% more damage. Thus, used with a big attack, this actually does more than Toxin. Level 2 and 3 don't add damage, however, and just make the effect last more turns, which is nearly useless. So this is a one bar skill. However, even as a one bar skill, it doesn't seem to recharge nearly as fast as some other skills. The flip side is that it can be recharged with any element. I'm rating it as lower than Toxin, even for bosses, because it would be a pain to level one of these for each element.

    Boost Stats for [Element] (good for bosses and grinding if matched with monsters element): I need to play with these more, but the impact does seem fairly significant. Slapping a couple of these in your armor can really reduce damage.

    Extra Turns: Not worthwhile, tiny impact

    Recharge: Not worthwhile, effect is too small. Maybe Recharge III might be worth it.

    Shuffle: Not worthwhile

    Convert to [Type of Tile]: I could see these being useful in certain strategies, but I haven't found them worth fussing with at this point.

    Crit Chance: Effect is too small. Crit II or at least III might be worthwhile. Crit II only starts at 2%, however.
     
  15. SeeleyCat

    SeeleyCat Well-Known Member

    May 9, 2014
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    executive director of symphony orchestra
    Seattle
    A guy on Facebook has 925 billion gold

    [​IMG]
     
  16. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
    3,212
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    New Jersey
    I'm on the 7th area as well Sneakytaco, but I've had a lot of recaptures to deal with. Half way to level 13 at the moment.

    Here are my thoughts on the runes I have.

    Toxin (Great for bosses and grinding): Does roughly 10% of an enemies health in damage, with 7-8% on turn 1, and a bit more the next 2 turns. While level 2 of the rune adds hardly any damage, level 1 refills very quickly. As such, its fairly easy to use this rune 3 times in a battle against a substantial enemy. This makes it an awesome rune to bring, as you don't need to fuss with filling it up before your battle. It costs a ton to level Toxin to 3, not there yet.

    Life Drain (Great for grinding, good for bosses, painful to level): Like Toxin, life drain scales with you, and you never need to fuss with charging since its a passive. The Life Drain I rune goes from 2/3/5% from level 1 to 3. Level 3 takes 650 rune points to level, which is brutal. Level 4 takes 1350 rune points -- and I'm actually likely to hit that in a day or three. The Life Drain II rune starts at 3%, and takes 225 points to level up to level 2. Not sure whether it is worth replacing my Life Drain I's at this point -- I'll likely try to fit a Life Drain II in to see how costly it is to level.

    Stun (Great for bosses, not super worthwhile for grinding): Levels from 1 to 3 for a reasonable amount of rune points, but its not terribly practical to refill this in battle, especially since you need a full charge to get maximum effect -- this rune stuns for 1/3/5 turns depending on how many bars are full. Kind of a hassle to refill between fights, making this rune much better for bosses than grinding.

    Heal (Varies): Seems like a great rune at first, but it doesnt scale with you, and can be a pain to refill in battle. While there are Heal II and Heal III runes, you'll need to level those up from scratch with more rune points. Heal is a better rune against monsters that are weak to water (because it makes more sense to recharge it) and worse against monsters that are water based. How good heal is also depends on whether the amount it heals is good or bad compared to the monsters damage.

    Poison (tricky, but potentially ok for bosses): Poison doesn't do a ton of damage, but unlike Toxin, its damage is split evenly over each turn of its effect, AND a one bar Poison can refresh the duration of a 3 bar poison, maintaining the higher damage amount. Thus, Poison is potentially good for bosses. However, it seems doubtful its worth fussing with this strategy given that poison doesn't scale with you like Toxin does. Plus, needing to get to 3 bars to run this strategy is a hassle.

    Attack/Defense (bad): These just don't do enough to be worth fussing with.

    Weak to [Element] (Good for bosses, not worth it for grinding): Its not entirely clear how much damage these runes add, but it appears to be about 15%. The effect works even on monsters that are weak to that element, adding 15% more damage. Thus, used with a big attack, this actually does more than Toxin. Level 2 and 3 don't add damage, however, and just make the effect last more turns, which is nearly useless. So this is a one bar skill. However, even as a one bar skill, it doesn't seem to recharge as fast as some other skills. I'm rating it as lower than Toxin, even for bosses, because it would be a pain to level one of these for each element.

    Boost Stats for [Element] (good for bosses and grinding if matched with monsters element): I need to play with these more, but the impact does seem fairly significant. Slapping a couple of these in your armor can really reduce damage.

    Extra Turns: Not worthwhile, tiny impact

    Recharge: Not worthwhile, effect is too small. Maybe Recharge III might be worth it.

    Shuffle: Not worthwhile

    Convert to [Type of Tile]: I could see these being useful in certain strategies, but I haven't found them worth fussing with at this point.

    Crit Chance: Effect is too small. Crit II or at least III might be worthwhile. Crit II only starts at 2%, however.
     
  17. Sneakytako

    Sneakytako New Member

    Aug 22, 2014
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    #177 Sneakytako, Aug 22, 2014
    Last edited: Aug 22, 2014
    The elemental masteries are amazing ArtNJ, I have used an elec +50 attack rune for a while now. Makes the early water levels a breeze. Currently leveling a water mastery rune.

    Rejuvenate is like a heal that levels with your char Pretty awesome imo.

    Drain runes OP. I usually grind early levels to get my skill runes charged, drain runes ensures I never spend gold on replenishing HP.

    I'm currently running drain +30 total, it really helps alleviate boss damage. I'd say I can survive about 10 attacks against the a boss that does 1.5k-2k damage to me just from rejuvenate and drain.

    But yeah recaptures are annoying. I'm at level 12, almost 13.

    This is my char.
    [​IMG]
     
  18. drunkmouthsmile

    Apr 5, 2012
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    The transmute runes are some of my favorite at the moment. I'm using a transmute energy rune in the water temple and it's great. They charge off of any tile match. It also can be a great way to get a free turn, spell tiles, and arrow convert tiles. If matches are made after the transmute rune is used the matches are processed and the damage is dealt to the enemy.
     
  19. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
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    I just got Rejuvenate and agree its going to be very good. 20% heal at level 1 rocks. Unfortunately, it and Stun both use cold. Can still bring both to boss raids, its just a bummer, really have to pick one or the other for non-boss fights, and thats probably Rejuvenate.

    Yeah, Drain is awesome. I missed out on a 12% drain weapon with a nice damage upgrade due to lack of funds and it really screwed up my game plan.
     
  20. Sneakytako

    Sneakytako New Member

    Aug 22, 2014
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    Multiple color skills don't refill simultaneously right? There's really no downfall in using the same color skills, except against fights against that type of monster.
     

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