I think 2 is better than 1 because I think the bonus is proportional to the damage. I tend to choose 3 though in the hope of getting the same glyphs. Chaining is your friend, it makes all the difference.
Once you get to the point where you have the two circles for chaining, it becomes a lot easier as a chain will result if you use either of the two glyph types in your next chain. I can usually get to a 9-12 chain pretty easily and hopefully a reversal when I can't chain any more. As for healing spells, I mean light glyphs. For example light/water/light/water is regeneration and light/wind/light/wind is healing as well. I have to admit, if I didn't play the first game, I wouldn't understand the mechanics as well becuase the tutorial in this game assumes a lot of prior knowledge I think. Maybe something to fix...
I love the fact that people are still debating this. TBH, a lot depends on the layout of the glyphs. If they're in a line, you might play it a bit differently than if they were clustered together or on an edge. If the number of glyphs isn't an argument then you want to ensure that you're casting your largest spell with your largest chain. So, build up your chain with smaller spells first. Of course, you may take too much damage in that time... Yet another thing to consider is the fact that, after each spell cast, your glyphs will flip. This is random... except for one, which will always swap to one of its neighbours. This was put in to ensure that you always have a spell to cast (assuming you still have valid glyphs that aren't covered in Web, Freeze or Petrify). What it actually means is that you can sometimes drag your chains out a bit longer by gambling that the glyphs you choose are adjacent to more of the same and will be selected to flip to exactly what they were before. To maximise the chance of this happening, you want to be casting spells either inwards - starting at the edge of the board so there are fewer neighbours - or into clusters of glyphs - maximising the number of identical neighbours. The thing I like about it is that it still feels like a 'feel' sort of thing rather than hard science. Of course, someone could work out the probability of the outcomes - a Basic Strategy for Glyph Quest - but no-one has.
Really really love the art of this game, love the game offcourse but. The art style makes this games just unique
Bulk Paint, Can you answer my original questions also? For the sake of argument, if the chain length is fixed and if you are not gambling on the fact that some of the new glyphs from the flip will be the same as those you just cast, which is better? Even though it is a theoretical exercise, by fixing these other variables, it allows me to better understand the incremental benefit or harm of choosing one strategy or another. Right now, there is no way I can tell clearly the underlying rules the game is using, because there are too many confounders and modifiers that are always operating in tandem. Lastly, I don't understand the differences between "Q" quest-type missions and "sword" type missions? What is the benefit for doing the latter? Are the latter "sword" type missions limited in number?
Does anyone know what the deal is on the summons? It seems like matchin 6 afterwards is the same as matching 5, and it doesn't seem like I am getting more damage or resistance—admittingly I haven't had these that long but am wondering how worth it they are. Thanks for any input!
It would be nice to have a preview button inside your pouch, so you can check out what different items are and read a brief description before using them. As it is: -- a player sees a picture of an item. - They aren't entirely positive what it is. - They try to do a long press in hopes they can see a description. - instead of getting an item description they end up using something like Resetta Stone when they had worked hard to set their board up - and if they knew what the item was they would have stayed away and saved it until the end of their chain when they actually needed it. Even after playing the game for hours, and reading all of the item descriptions inside the store I still sometimes see a picture of something like the Purging Stone and can't remember exactly what it is or when the best time to use it. The way it is now is frustrating at best.
In this situation, it is always better to finish on the larger spell. Do the small ones to build the chain up, then finish on a biggie. One last thing to consider - is there a decent amount of Opposite element on the board? If so, forget the big spell of the previous element and just do small ones, knowing that you're going to go for the big Reversal. "Q" Missions are Quests. These are one-off missions. "Q" with a crown on top are Story Quests - ones that directly progress the main story arc. Sword Missions are Adventures. These can be played as many times as you want. They also have a higher Material drop rate should you wish to grind for casting. Ellipses ("...") are conversations that open up other Quests and Exclamation Marks ("!") are conversations for when you return Quest Items to the proper person. We are about to change the way Adventures work that should make it easier to use them to fill out your Bestiary when you're done with the game.
You're absolutely correct. We were going to do mega spells for 6 but simply ran out of time. We might look at this for a future update though. Then maybe 6 spell combos if I haven't been forced to look for a proper job by then.
Bulk Paint. More questions for you: 1. If the "sword" missions are primarily for grinding for gears and coins, is it possible to finish the game "entirely" and level up enough by playing only the story missions ONCE and ONCE ONLY(which is the case, by default, since they are all on-off missions)? As I recall, in the original game, it is possible to win the game by playing each available mission once and once only. 2. I love the greatly expanded spells. However, I am at a loss on whether or not there are material differences in damage and/or effects of most spells. For example, in the original game, two of the most useful spells that I found were mud slides and vines. This is because they would tangle up the enemies so they could not attack at all. So far, I have tried to find which spells that can do this. If they still exist, I surely cannot tell at all. They all seem to do similar amount of damage (given the same chain length and glyph length). Can you explain? 3. Like the original game, there is no ability to look at the spell book and the bestiary during a battle. Is this possible in this game? It would have greatly helped if these references can be consulted once the battle is started. 4. I wholly concur with this upcoming feature "We are about to change the way Adventures work that should make it easier to use them to fill out your Bestiary when you're done with the game." In the original game, it was a pain to hunt down missing monsters because I had no idea where they were located. It would be great if such hunt is not needed in this game. 5. While I have a sense of the overall story arc, I don't have a good sense in what particular paths I should take when multiple story missions are available. Is there an advantage of taking one route or another? Is there a way to tell if your character is level up enough for a particular level BEFORE you start the battle? 6. If I interposition a loot glyph in the middle of a chain, does this interrupt the chain? For example, with fire-fire-loot-fire-fire, does this count as 2-glyph combo or 4-glyph combo? What about fire-loot-sun-fire-sun? 7. How does aftertouch work? If I have a 4-glyph chain fire-fire-sun-sun, does aftertouch result in additional damage from one sun only or two suns? What about fire-fire-sun-earth? Does this result in additional damages from both sun and earth?
Welp, I think I'm done with this game for now. Grinded to level ten, which wasn't very fun since it was just repeating the adventures over and over. My clothes resist poison, my stats also say I have a resistance to physical damage, and my level ten boost was for status resistance. However, I still end up poisoned and bleeding at the same time, or burned and bleeding be at the same time. I've tried the quest where you defend the dark mage while she performs some ritual, and the final battle has be being impaled with every attack. So I bleed to death all over the place, despite starting off with a good amount of health left. I'll check update notes if/when they come, but while the first Glyph Quest is one of my favorites, I just can't enjoy this one in its current state.
It's not designed so that you will have to play the Adventures at all, although you'd need to be phenomenally good / lucky to make it through without playing any of them - certainly on your first playthrough. Subsequent playthroughs allow you to retain any gear you've crafted, so become a bit easier. Personally, the Centaurs and Draguardians is probably the bit I struggle with most and either do all of the side quests prior to that point or the odd adventure or two. I can throw some numbers at you - 2 Glyph spells do one 'unit' of damage. For each extra glyph in the spell, add one unit of damage. 5 and 6 (summon) glyph spells also do area of effect - that is, they target every enemy unit. Now Combos have a variety of effects. A basic damage-only combo does 2.5 units of damage - 1.25 in each element. This means that they're not as efficient at damaging things as a standard, 4-glyph spell of a single element. The flip side is that they offer twice the potential for chains and as such are very useful indeed. Examples include Storm and Swooping Eagle. Some Combos also employ a status effect or AoE. These ones do 2 units of damage - 1 in each element. Think Lightning Spear (Blind) or Blade Rain (AoE) The Combos that employ both a status effect AND an AoE do the least damage of all - 1.5 units (0.75 in each). Mudslide (Snare + AoE) or Smoke (Blind + AoE). It is not possible as it currently stands. Whilst I wouldn't particularly like to interrupt combat with browsing through books, I would like to introduce something in the feedback where you can see whether or not a particular effect does more or less damage than it otherwise should. Think Pokemon and 'It's super effective!'. None whatsoever. You can go whichever way you want. There are a couple of places in the game where we gate progress on level - meeting Demon Lord Zubzebub and the Witch Doctor - but aside from that, you should always meet things on or around your level. Bear in mind that if it looks like you're not going to be able to complete a quest, you can always bring up the options menu and elect to Flee. Loot glyphs have absolutely no bearing on casting at all. Your first example will cast Immolation - the 4 Fire spell. Your second would cast Sunstrike - the Fire / Light combo. Think of them as simply spacers - you can use them to bridge gaps between combo elements for example. I think that's when you can feel like a proper Glyph Quest badass - comboing through a loot glyph to maintain your chain or pop a big reversal. Simply put, any extra glyphs you include in your selection - either before or after the main spell - will add their element's damage to the spell. You will then see a '+1' or whatever after the spell's name. Some caveats - elements that match any in the spell do not add to this number. So if you cast Fire, Fire, Air, Fire, you'll cast a 2 glyph Ignite with +1 Air damage only. Also, combo spells are very particular about aftertouch. As well as not being able to add elements that are already present in the combo, if one of them happens to be adjacent to a similar one - say Fire, Air, Fire, Air, Air - you'll end up casting the basic, 2 glyph version of that spell. Very embarrassing indeed for any mage. Hope this helps!
Yeah, that mission is a toughie - shame as the game really kicks on after that, what with combos and everything. It was always supposed to be a bit of a blocker - the first proper boss fight, if you will - but maybe there's one too many Draguardians to deal with at once. Might take a look at that for an update.
So I thought I was getting good at this game. I know how to use use combos without back firing and chaining and all that shit yet even tho I bring 3-4 health potions to each battle I still up end dead. That's a bunch of BS. I tried the Main Quest where you kill zombies and more keep rising from the ground, they keep rising and rising and rising until your dead! I killed over 10 and more kept coming and so I died. I'm getting ready to give up on this game which is a shame cause it's a great one.
Zombies and Vespids require a completely different tactic to take out. The most popular strategy is to focus on one individual - nominally whichever one can summon more - until they are dead. The problem is that Zombies and Vespids summon more of themselves. Crucially, they only do this when there is space to do so. That means your best bet is to work them all down to low health and then kill them with an AoE or get them all snared / blinded / confused and pick them off one by one. Mudslide and Crowstorm are your friends here. Likewise Hot Salamander to Burn them all. Either way, it's crucial that you don't just kill one before the others are about to die too. But yeah, it's tough.
I hope you don't get an iPhone 6 or upgrade past os7 since the original won't work past level 5 as you can purchase or download Mage or restore it. Disappointed since I loved the first game as well but can't play it on my iPhone 6 since they won't fix the issue on restoring the game... I'd even be willing to buy it again but I can't don't that either. I'll eventually get the latest but still hoping for a fix on the first especially since they try to promote the first one... So many people have the new iPhone or have upgraded to iOS 8 so not supporting it on their original sees like a total let down.
Bug fixes Quick shout outs to some excellent bug hounds - Solarclipse and Jazzpha. All of those bugs (and a few more) have been fixed. Likewise, balancing tweaks (such as reducing the chance of those Draguardians from Impaling you) have also been made.Unfortunately, the version that is currently in submission (v1.02) doesn't address all of the issues but the one that comes after that, will. We're somewhat loath to pull v1.02 out of submission to swap it out for 1.03, simply because Apple are taking their sweet time with reviews ATM. But the instant 1.02 becomes available then 1.03 will be submitted. Once again, we'd like to thank you all for your patience and diligence over the past couple of weeks. Keep up the good work and, more importantly, Tell Your Friends Known issues as of 1.02 that are all fixed for 1.03. - Text for Mercenary Contract, Concert Ticket, Red Eye Orb and Horn of Summoning are all out of whack. This also means that the Horn of Summoning can't be bought in the shop. - The Kraken will just sit there. Endlessly. Stupid Kraken. - The Queen Vespid doesn't drop the Royal Jelly to complete the Barry's Mead quest arc.
Thanks for responding, and being generally active on the forums. As I've said, the first game is one of my favorites, and I recommend it to people all the time. I'm not deleting the game or anything, so I'll check it out again after the update(s).