Those are mostly just to get around enemies you don't want to or can't fight at the moment. I've also used them to make shortcuts through walls to prevent backtracking. That's just me being lazy though and probably not the most productive use for them.
I got to Stage 4, was going to die so went back to town. But I can only go to Stage 1? Something I'm missing?
@zen_mode... Thank you! I truly appreciate your explanation as I have been following the TA thread since the launch and wasn't clear on both the purpose, gameplay mechanics and rogue like or permadeath aspect. I'm much clearer and can tell this is something I'd likely enjoy! I like the idea of being able to develop my character by play / experience and appreciate the loosing only items from current dive if I didn't teleport first etc... This all makes sense and definitely seems to make a feeling of progress vs rogue games with permadeath. For me I guess I like to feel progress... These mechanics seem to meet that idea. I'm going to buy it although unsure when I'll get to play it with crashlands being my total addiction!
The Mai thing holding me back is the iap as I detest premium games with iap unless it is expansions which I understand. However, from everything I read the iap is likely not necessary...? Although I did read it seems to become necessary at the higher levels? Anyone complete and make it far but feel that the ramp up does require the iap? I'd much prefer a total premium game! Still so pleased to have Zen write the overview as without it I likely wouldn't even be thinking about this any more...
I didn't really care for this game, but it's nice to see it getting love. It's currently #3 on paid apps in Korea.
I haven't made it extremely far but the difficulty does ramp up quite a bit after the first boss. Level 20 is the boss fight so on level 21 be prepared to get you ass handed to you. I think it makes sense this way as it's basically a new "chapter" and feels like your starting over. Also, the gear drops increase in strength so it is fair about it. About the IAP, it real does seem to be unnecessary. You get quite a few crystals in game from achievements. So hanging on to those until later levels for additional equipment slots, if you feel you need them, and equipment reforming, again only if you want to do that, should work fine. I bought both the $.99 and $4.99 IAPs but "wasted" most of that on equipment slots to answer the question of how much the last slot cost and to revive during my first encounter with the first boss. That was my decision and not necessary as I felt like I cheated so I played through again and beat him without having to revive. Proper equipment management and just excepting your fate would prevent any need to spend crystals this way. Also, everything you can do with the crystals, with those to exceptions, can also be done with the gold you pick up in game. Stuff that can be bought with crystals can also be bought with gold or found in the dungeon. There is no clear need for buying crystals as far as I've seen.
The only other thing crystals are for are revives. But that really IS cheating. Edit: oh, skimmed over that you did buy one revive.
Thanks! Makes me feel better about these iap... When you say at level 21 it gets harder and almost like a new chapter do the caves get more variety? I'm thinking of how crashlands has three boidomes or whatever they call it with distinct looking new worlds etc...
Yes, it's completely different environment with new monsters and obstacles. watch out for the blowfish looking things. They won't attack you, but they disorient you if you step on them and you have to control your character with a backwards arrow button layout for a short period of time.
The lack of return scrolls is hurting my enjoyment of the game. Spent 25 minutes, got complete new set of awesome gear, made it all gold, no scroll, died. Felt like a waste of time, and a disappointment.
The escape scrolls probably could use a little more rebalancing. But just a little. The game would be too easy if they were everywhere.
I'm always starting grinds on floor 1 easy to get scrolls when you can completely wipe first few floors. Has anyone noticed the bar that fills one dot every time you spin the wheel and leads up to five pick axes....what is that about??
I think the easiest way would be to allow more than one to drop on a run. That would give you the ability to turn a few gold as safety blankets.
So, I decided to go ahead and review the skills I've chosen. I'll do so because I wish I'd had similar information before choosing. Maybe it can help someone. I am currently going straight attack. My choices are based on that. I can't speak to how good a power build is. Siphoning strike - you have to have healing. Potions just don't cut it later on. This is nearly my default attack when paired with mp regen. At floor 80 with what I'd call average gear, im healing for 425-475. Crits are a big help as well. Element mastery - subtle increase in damage. Its effect is not often noticeable. But, I chose it because thorn armor seemed even more underwhelming. I probably take anywhere from 400 to 1500 damage in fights (except against the dragons on floors 75-80; wtf). That's roughly 40-150 extra damage. I have abt 250 elemental damage, despite not being built for it. That means 50 extra damage per attack. I attack two to four times, generally. That's 100-200 damage, not accounting for other synergies or boss fights. I think I'm willing to say EM is the better of these two abilities. Chain attack - it's my go-to damage ability, used mostly against bosses and high damage targets. Good when mixed with slower weapons and elemental damage. Big plus is that it interferes minimally with normal attacks; it's quick. Counter attack's parry ability seems good. It would be especially useful against those dragons/drakes or on bosses. I just don't know how often you block or how much it interferes with normal attacks. If I was given a redo, I'd take chain attack again because it's a known quantity. Vulnerability insight. Honestly, lacerate seemed awful. May be useful against bosses. But most fights last less that 6 seconds. There's no time to tick or get stacks. That said, vulnerability insight seems like trash also. Maybe better for bursting against some regular enemies. But I haven't seen any bosses with elemental weaknesses and that might be the one place lacerate is worthwhile. I'd probably try out lacerate if given another chance. But I don't think either of these are good. Mana siphon - my first real blunder. The idea, in my mind was to pair this with siphoning strike to allow for extended life gain. The biggest problem is that mana siphon is fairly slow. It stops normal attacks and decreases overall damage output significantly. Secondly, what you want it to be (in an attack build) is essentially gained with 15 mp regen...which is easy. Probably good in a power build, though. And the opportunity cost! Sacrificing strike looks pretty bad ass. I'd hit for over 5k noncrit. Obviously I haven't tested it. Maybe the swing is too slow or something. But fwiw, this is the main reason I'll eventually spend 300 gems. Adrenaline - better synergy with final ability giving you 20% crit. Simple as that. I also generally land on the idea that equal damage is better than equal mitigation. Berserker's rage - it's too slow. I just don't use it. Chain attack is better damage and doesn't destroy your normal attack rhythm. The other option is power-based, though. So, push? Both bad. Cut in two - necessarily better.
My build is almost identical I did take lacerate tho and my thinking was man it sucks when they have like 10hp and they get another swing in, and it works fairly well. Just picked up mana siphon too haven't really used it yet but I figured I'd have to refine my build so I've saved my crystals. Does anyone know what luck does yet?
I was also wondering what items that have like +5 HP regeneration. I never see any regeneration of health. Is that just like +5 to your healing spells?