I love the ally fight (crystal ball thing in the home). A *FEW* more of these would be welcome. Maybe if the player base grows enough, they can be more common.
Charge charms by wearing them. Sprint (mostly for running to stairs), nimble fingers, and reflection are super valuable. Nimble esp if you find bear traps - monsters can't see traps. Resistance seems to lower damage, not avoid it. Switching gear takes no time. Adjust freely - it can save you. * attunment - not worth it. Perfect aim pairs well with summon skeleton and charm. Necromancer, enchanter, and ranger are 3 easiest classes. Hover over something to get more info, such as crystal chests or stairs down. Always clear level before descending. You can retreat there to rest and heal. Monsters next to you went you ascend will follow. If you are being mobbed, this allows you to take them on 1-2 at a time, rather than die. Flash freeze and thunderclap are inferior substitutes for sprint. Disease will get you killed easily - avoid charm and skill, unless you have sprint, maybe. Never enchant starter weapon or projectiles.
Two additional recipes (*=Empty, W=Wood, M=Metal, S=String, R=rune/magic,):
Boots: ***/S*S/S*S Book: ***/RSR/***
Cape counts as armor and seems to be able to be worn be all.
Bonuses from most useful to least: Insta-kill, Critical Hit, Hit point reg, Dodge, Mana reg (want at least +10), Exp Bonus, (from here, very low priority) Decimate, Bleed, Item Drop, Gold bonus. Transmute spell should be high on get list, even though you will only use it a few times. With a high enough Def, some monsters can't harm you. Heal spell is useful early on. A high attack makes critical hit more useful. Focus on attack and magic skill trees. Potion gains are useful, but the gold bonuses are a waste of points. Item drop increase is of some value, but low.
Treasure holy water above all. You'll need that to enhance your weapon, but the amount in the game is fixed. I recommend going to the mystery dungeon and make your way to at least lvl 15. When you return, lvl 2 is always just as tough as the last level you made it to on your last visit. You'll quickly learn which layouts have resources and artifact chests. If the level has either, go get them, then leave without going to lvl 3. Repeat. Take the resources you find in the mystery dungeon (and only those!) and experiment with them. Just use any one in any crafting slot. You will fail to make something, but each time you do it, you have a chance to up your artistry and scavenging skill. You'll need high scores in both. The 2 best potions, enhance weapon and enhance armor, have a big crafting penalty. High artistry offsets that, and scavening helps if you fail. To enhance mysticism (which allows for higher learning), use scrolls in combat or a bag of sending from the inventory screen.
At least on normal level, turrets are the key to winning. More turrets is better than 1 turret with the best weapon. The turrets in the WW2 era are the best. Don't change them out for later turrets. Train only the lowest units and then only when the enemy gets too close to the base. Save money for turret upgrades. Before the "future" era you should have 4 turrets, armed with the best from the WW2 era. This is enough to hold off the enemy for quite some time. Then train 2 supersoldiers as quickly as funds allow. Preferrably launch them before you nuke the playing field.
Thank you for your feedback. The game has just started, so there will be more battles. In other regions, sphere battles appear quite often.