pdrwood, Goblin Shaman increases the cost of the opponent's spells, but not creatures. Damping Tower increases the cost of both spells and creatures (but costs more and can't attack).
bengalesq: You've misunderstood the Ancient Horror's ability. Opponents' creatures can't attack if they cost less than *how much Control mana you now have*. If you have 2 Control mana (after deducting the cost of summoning the Horror) then opponent's 1-cost creatures can't attack. If you have 3 Control mana then opponent's 1-cost and 2-cost creatures can't attack, etc. Since you gain mana every turn, the effect of the ability increases each turn as long as the Horror remains alive (and as long as you don't cast enother Control creature or spell).
Mindstealer: yeah, it's quite hard to kill, but you don't have to kill it, only block it. It's not as if it generates mana for its owner, or automatically damages the opponent every turn, or does any of the things that other high-cost cards do.
sexygamer2: on hard, you're best off just ignoring the bosses for the first few levels--at least until you've made your first shop run or two. And yeah, the elixirs help, why do you think they're in the game?
The fret marks aren't even on the bars. WTF? Apparently this is a music game written by someone who knows absolutely nothing about music. This is the Big Rigs of music games. How did this piece of garbage get chosen for a card challenge?
"you're always going to need a cleric" Not so--rangers, conjurers (bloodsprite) and soothing/vampiric equipment can all take care of healing. I always play on extreme/hardcore and I rarely use a cleric. If anything ranger is the most "essential" class, it can do everything except tank...
The most hackneyed, insipid genre in Flash gaming... combined with the most obnoxious concept in gaming, period. It's a shame I can't give zero star ratings.
I've found two related exploits at the start of the game:
First: select Rogue or Hunter, click the Mods button, click Back, then select another class. By doing this you can start with the Little Girl as any class.
Second: Get the medal that lets you start with an additional inventory slot, then start a new game. When you are selecting your class, click Mods, click Back, then repeat up to 10 times. You'll get another free inventory slot for each time you click Mods and Back. Don't give yourself more inventory slots than the normal maximum (2 full rows) or bad things may happen.
Oh, wow. I've never seen it happen until just now, but lethality can proc when you damage your own characters with a mage's fireball. I just killed my cleric.
Some enemies have "water" listed as a weakness, but I don't see any water-elemental attacks on either of the characters.
Also, is there a list of upgrades and the conditions for unlocking them? (e.g. use the Rune Blade a lot to unlock Mana Leech)
jeffreyd600, no, buffs to the same stat (e.g. damage) don't stack. The largest one takes priority. However, "next turn damage" buffs (Hide and Anoint) DO stack with regular damage buffs.
Stat debuffs are the same; only the largest debuff to any particular stat is retained. This includes blinding and cursing. Poison is the only negative effect that accumulates.
The value of the classes depends on the scenario as well. This is obvious in the case of survival mode, but as well, the fearsowers in the Den of Terror (which you HAVE to fight on every level in order to win the scenario) make it so that you really need a cleric, since they can disable HP regeneration.
Staypuff, Cosmic Prison ALWAYS works unless the target's stun resistance prevents it. You can see each monster's stun resistance right on the screen. All greenskins have 25% stun resistance, dwarves have 50% (dwarf maniacs 100%), and bosses (including fearsowers) have from 50% to 100%.
TaurenChief, are you talking about the dwarf champion's hammer slam? It works the same way as the barbarian's whirlwind attack or the mage's fireball--the main target takes full damage, and the characters next to him (horizontally or vertically) take 70% damage.