Thanks for the response, well the auto unequip for the character actually happens for any other time as well, the problem is that it is random, so I can't give you the exact pattern (except for sometime communicating with the NPCs).
It is a very addictive game, just like the other idle games I have played. I have a question regarding enchanting, may I know how to successfully enchant something?
Tried to compete on the Infinity Tower and it is so unfair. The Phoenix at level 11 are too strong by itself and Level13 (which is my limit) has monsters (which includes the angel and Phoenix, very strong monsters by itself) spawn with enough turns. Worst of all, most of the new recipes we bought from the DCA are either weak or unforgable (orbs, why do you include them when we don't have the ability to buy them). Also, magic users are too strong, and the only thing I still kept my swordsman is because Kathy is too weak and I equip him with a double attack dagger, which is really good.
Used Rakear (hone him up with some equipment, spells and skills) by replacing Kathy and have him participate in the Infinity Tower still at Level 15. He's quite a good character with him only being slower than Kathy. I ended up using him more as a mage (way more OP than physical attacks for me), and his magic attack (which I'm forced to use an axe with the staff) is decent enough. Most importantly, his HP is surprisingly high.
Finished the Infinity Tower (those assassins with their double attacks at level 3 are may more threatening than honestly everything else). My only thought is about the new character. To be fair I never tried to use him because everybody else is may more powerful than him. What type of build can I use to him so that I can replace Kathy?
Those assassin's we're supposed to have the 2 attacks removed. So I'll fix that when I'm home today as well as the fade out that never fades in. And also rakear is a special class a reaper. The only character that can use scythe weapons
A vast improvement in this patch. Finally a healing spell, physical skills for physical attackers (the TP system is skill too high though) and better ways to snthesize materials that actually matter (like the essence). Little gripes:
1. With so many armor recipes that need spider silk, the spider itself is not really common with the doors (compared to Orc's tough hide which is everywhere).
2. I have to admit, Dungeon Door 3 bosses are easy compared to the other 2 dungeon doors.
3. For the quest slayers quest, can we repeat them because they are quite fun.
P.S: Spend some money on those health and regeneration charms (the ones that cost you 800g for 7% regen rate), they are way too overpowered. My team stopped needing to go to the inn that often anymore
Another quick comment:
1. Why is the boss of the Dungeon Door 3, medium level is so weak? I have bigger difficulties in completing the other two doors at the medium level.
2. Why is reliable recovery in the game so weak, the potions (even the +200 ones) are not that strong and I had to rely on Shadow Blast (the draining, and even then it's only good for high magical attack ones) to heal myself.
3. The mp requirement, too high for a first tier spell (20) and forces the beginning player to use physical attacks just to survive for a while, and one weak mp potion only covers 2 attacks.
4. The TP is not very stable, one moment it can be as high as 20, the battle it suddenly dropped to 0 without any use of it. I need it to cast first time explosions (which costs 20TP) to make the battles faster.
Tp or tactical Points, are used for your skills, it begins at a low number and builds over each turn elapsed. the Tp value has a base number with a variable to be between 0-20 starting tp. Hope that helps!
Hello, I have tried this game and suddenly become the first comment for the Hard Mode Patch.
1. For the Forest Door 1 Hardmode, I can't collect a rare chest which is blocked by an unresponsive herb.
2. During playing, the game suddenly has a reference crash.
Strangely, at later levels, the boss of every floor became weaker and weaker. They just go down in one hit while the common monster stays for a two (and having higher health points). Golem cursed 164, died because didn't want to do anymore.
I've tried to recreate this with no luck. Is it every time this happens or only sometimes? Thanks for letting me know, I'll look into it further.