Garlic perhaps if you actually played the game you'd realize you don't need to pay any money IRL at all in order to play. If you're insinuating rubies are P2W, you're able to well over 100 from just questing alone the first time around. After that you assign workers to adventure mode and one or two of the options in adventure mode give out Rubies. No P2W necessary.
add a automatic skill helper and stat helper like you did with quests. Also, make it so we can always have Adventure going if we put workers into it before prestiging. Keeping the window open from the start would allow for this to happen.
Following up wit what I said --- The E# are the real issues. The amount of charges they're requiring just spike too quickly. I think charges need a rework, something that would make it more feasible to get into those high numbers or a different system all together.
Certain skills have GIANT jumps in both training mode and dungeon. As for training mode Bounce jumps up to 105 out of no where, later on it's high jumps, then its skitter, and I am guessing each skill eventually will just shoot up out of no where all because of one extra level on a course. As for dungeon, I first noticed jumps in the 70s. I think there needs to be more of a fluid progression rather than a I'm-Going-To-Wait-An-Hour-To-Level-Up-1-Skill sort of thing.
I am currently working on the auto save system to make it better.