Strong recommendation: Put the 1st Quietus and Paralysis runics you find onto Blank Scrolls. Unless, of course, you're lucky enough to have already found scrolls of those spells.
This seems to be yet another Magic Tower inspired game. This one is less convenient than others I've played, however. At least one of the others had an option to see enemy stats on hover over, but I haven't found such an option here (yet).
For all that Dread Sword is an endgame spell, it doesn't beat out Potato Rain: if anything stops to the right of the arrow sign, e.g. Necromancers, Dread Sword won't hit them. Potato Rain is not so limited.
If I complete 10 levels on normal, then wish to go back and do the Challenging level for those days, at the end of each puzzle there is only the option to "Do the next puzzle" which goes directly to the 11th puzzle. There's no way to opt out without going to to the 11th puzzle first.
Justx4xFun: Probably, if you use stairs and come back, he'll let you see what he has for sale again. Usually when that happens, there'd been a battle near him and I'd hit him with an AoE of some kind, like Poison Cloud.
Sometimes, there are signs. A free Fire Mage book, Boots of Flight, and I even dared to get Fire Attunement. Naturally, the run ended in the Ice Caves...
A little piece of friendly advice: "Always run your cursor over every new piece of water (and lava) you find." This may not make much sense in the early floors, but when you start ambushing the ambushers, you'll thank me for the warning.
Every time I send a ship to sell resources to a city, I get a message saying It will take some time to arrive, so let's mine some stone in the meantime. Every time. I'm pretty sure it's a leftover from the tutorial (long since finished).
Because I've loaded up on badges that give Shields, I can misclick 4 times and still get a perfect on puzzles. This seems rather the opposite of "punishing" for misclicking.
Resource costs feel off. I'm finding about equal amounts of stone and wood, plus the occasional mushroom. Mushrooms are fine, it only takes 2 to make a potion. The problem is the weapon/armor. With costs of 15 stone and 10 wood or 20 stone, I end with a giant pile of wood that has no use.
In the resource update, the issues with the costs of weapons and armor has been fixed. Weapons now cost 10 wood, and armor now costs 20 stone. In addition, the button covering has been fixed, so choosing whether to keep or give up a weapon or armor is now easier.
Gather Info doesn't tell me what I want to know: For example, one town has weapons for relatively cheap (4.11), Gather Info says the next town's prices are high (7.2). But you go there and discover, yes they town *sells* for 7.2, but only buys from you for 4.18, so after selling 3 items, every sale after is at a loss.
The catch with the item that shows enemy hp is that someone in your raiding party has to be equipping it. Merely owning 1 or more is not enough. Also, it's low on the game's "best equip" list so before long, you'll have to either manually put it on someone or go without.
The Inferno Sword is a strange weapon. It's a sword, so its damage goes up with Melee skill and is not affected by damage penalties from plate armor. It keeps the 20% block chance (though it doesn't show in the description). But, the damage done is actually Fire damage, and does ignite things, so Wet entities take half damage and you won't benefit from Sneak Attack's crits even if you have that talent.
Could really use an in-game listing of market ranges for all goods which the player can view at their leisure, preferably broken down by type, i.e. Local, Common, Rare, Exotic, Overseas, Grey, Black, Secret, etc. Would make the most sense to attach this listing to the Warehouse or the Trade House. Have it say, cost a unit of a good to register that good to the list, so it only covers goods the player has ever owned. In a similar manner, the allow the player to request the Astronomer forecast for a specific good (of the player's choice), at the expense of 1 unit of the specified good per forecast.
In the resource update, the issues with the costs of weapons and armor has been fixed. Weapons now cost 10 wood, and armor now costs 20 stone. In addition, the button covering has been fixed, so choosing whether to keep or give up a weapon or armor is now easier.